ORAS OU Mega Pinsir Offense

Haven't made and RMT in a while so I decided today- why not? I'm not that great of a teambuilder so this team is probably gonna need a couple changes. This team is based around Mega Pinsir to hit stuff hard and to clean up. Haven't laddered in a while with this team so forgot what ElO I peaked with it. Let's just get into it.

Teambuilding Process:
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Like I said the team is based around Mega Pinsir.
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Next I added Keldeo to break Lando's and other stuff that trouble Mega Pinsir like Rotom-W
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I then added Excadrill to add Rapid Spin support, and to check Rotom-W.
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Lando-T joined to be a rock setter and an Excadrill check.
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Ttar was added to be a Lati switch in+trapper and a check to other Psychics.
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Finally, Torn-T was added to be a pivot and Gengar check.

In Depth:
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Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake

First off the star of the team Mega Pinsir! Hyper Cutter is in case Lando-T wants to switch to get intimidate and we say to it NO. Max Attack Max Speed Jolly is to maximize Pinsir's Power and Jolly is to outspeed base 100's and other stuff like Garchomp. Swords Dance is to sweep things because after 1 SD this things attack raises skyhigh. Quick Attack is for priority and to hit stuff like Serperior. Return is Pinsir's strongest attack(besides Trash), and can OHKO to 2HKO most of the tier at +2. Earthquake is for mainly Heatran because that thing can wall Mega Pinsir pretty well without it.

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Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Keldeo is another main wallbreaker of the team and can hit things that trouble Mega Pinsir such as Lando-T and Rotom-W hard with Specs. Scald is for burns and to hit stuff without missing. Secret Sword is for Rotom-W and Chansey and for a strong fighting STAB. Hydro Pump is for more power in case you need it(for example it OHKO's a Manectric prior to Mega Evolving.) Icy Wind is there for the Lati's as they trouble Keldeo.

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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Scarf Drill is my hazard remover and can hit Rotom-W pretty hard. It's Choice Scarf to outspeed Alakazam,Mega Gardevoir,Gengar,etc. Earthquake hits the entire tier bar Flying types and it hits it really hard. Iron Head is for fairy types such as Clefable. Rock Slide is our main way of hitting flying types like Torn-T or Mega Pinsir. Rapid Spin is for hazard removal which Mega Pinsir desperately needs. This thing can also check Talonflame semi well. The reason I'm running Scarf over LO in sand is for Mold Breaker to hit Rotom-W.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 168 Def / 88 Spe
Impish Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock

Landorus T is my main way of switching into bird spam and ground types. Rocky Helmet is for recoil on things like Talonflame and Mega Pinsir and such.Running 88 Speed EVs to outspeed Modest Volcanion because that's been running around everywhere. EQ to hit Drill,TTar,etc. U-turn to try and grab momentum to bring one of our hard hitters in to kill stuff. HP Ice is to catch other Lando's and Garchomp off guard as it actually 2HKO's them.
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Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Ice Beam
- Superpower

Next up is scarf Ttar. Max Speed Jolly with Scarf is necessary to outspeed the Lati's this things main job. Stone Edge is for Rock STAB to hit Lando-T,Talonflame,Mega Pinsir,etc. Pursuit is to trap Lati's and Gengar. Ice Beam is to throw Lando's and Garchomps off guard. Supepower is mainly for other Ttars.

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Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- U-turn
- Knock Off

Tornadus-T was added on the team mainly for Special attackers such as Alakazam. Not to mention it's the greatest pivot in the game and can take care of most Special attackers. Hurricane is Torn's strongest STAB attack and hits a lot of the tier. Superpower is for Ttar's since Scarf variants don't outspeed Torn. Superpower also hits Ferrothorn. U-turn makes Tornadus-T the best pivot in the game. Knock Off is there for Gengar and Chansey.

Let me know what you know think of the team. I know it's not the greatest and has a lot of weaknesses.
 
Hey, man. Very powerful offensive team you got. Let's see what we can change up.

So, one of the first few things on my mind right after reading this rmt is to change pinsir's return to frustration, due to possible opposing dittos. I also suggest putting close combat over earthquake on pinsir, as this checks heatran while also taking on ferrothorn better. You also have a huge weakness to keldeo and volcanion, as there's no really great switch in (torn can switch in to keld and volc while living, but then it gets worn down way too easily, especially if rocks are on the field). I suggest using latios for this role, as it not only switches in, but it can also heal off the damage. The defog support is also nice for m-pinsir.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Now, your team has seven mons. I would remove lando as what I'm going to go into next will help explain why.

With lando gone, I suggest changing up the sets for the last two mons to not only accommodate for the loss of lando, but to also be more efficient with the ttar + exca core while having a form of the sets you like. These two form a sand core, so in short, exca can utilize sand rush to outspeed a ton of threats and hit hard with a lot of damage due to ttar providing sand support. With latios having defog, I would run a 3 attacks + sd set on exca, although you can choose to use rapid spin over rock slide/sd and put another move on latios. Now, m-zam can give your team lots of trouble, due to how trace can copy sand rush, causing it to outspeed exca. With this, I suggest running a chople berry on ttar, rather than smooth rock, as this helps lure and take out threats such as gengar and zam. M-Pinsir has the priority quick attack to help finish zam once ttar has dealt enough damage to it.

Excadrill @ Air Balloon/Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant/Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam


Hopefully I helped with this team. Once again, a coverage move such as HP Fire can be fun over defog for latios and rapid spin can be put on exca over rock slide or swords dance, as defog latios makes bisharp even more threatening. I hope that what I wrote made sense, and if not, just ask about anything. :]
 
I have a team with mega pinsir that has a latias specs magnezone core with sub CM keldeo scarf tar and helmet lando T. Tyranitar checks birds as well as fast electric for mega pinsir. Latias provides electric resist defog healing wish support and specs zone traps those skarmory so pinsir beats the rest of balance and stall. Sub CM keldeo also annoys stall too mega pinsir checks amoongus lures in skarmory and magnezone traps skarm (as I said before) I would have a change thing but im in school on phone so I can't :[
 
Thanks! I'll be sure to try the changes out on the ladder but on paper the team is looking much better! :]

After thinking about this team again while in a less tired state, defensive lando + scarf drill works too. Lando grabs momentum with a slow u-turn and scarf drill helps to check mzam a lot better than sand rush drill does. This option does make you a bit more latios weak though.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD or SpA
Impish/Lax Nature
IVs: 30 Spe
- Stealth Rock
- Earthquake
- Stone Edge/Hidden Power Ice
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Roost
- Hidden Power [Fire]

Lax nature only if you're planning on using hp ice. 30 Speed ivs to get a slower uturn against opposing landos, but feel free to make it a bit lower if you want to. Since you're using scarf drill, you can put hp fire on latios instead of defog, since drill has rapid spin. Hope this change also helps :]
 
I definitely agree with using Sand Rush Excadrill, on a team with Tyranitar, it's always going to be a better option than a Scarf set which can easily be taken advantage of when locked into Rapid Spin. Running Sand Rush on Excadrill does make you very weak to Rotom, since nothing else on your team can really handle it. However, I'd argue that, even with Scarf Excadrioll, you are extremely weak to Rotom-W, as well as water types in general : your only Water resist is Keldeo, which basically loses to all other Water-types, and while you have Torn-T, you can't really rely on it to beat Water-types, especially Azumarill which just anihilates you.

What you need is a Grass-types to handle Water-types. Here, you have a choice between Tangrowth and Amoonguss. Both of these Pokemon have Regenerator, which enables them to conststenly switch into Rotom-W and absorb burns, a status effect which your team has really no way to handle otherwise. I would say Tangrowth is the better choice of the two, mainly because your team seems too offensive to be able to afford something as weak and passive as Amoonguss. There's also the fact that Amoonguss can really only fit on this team if replaced by Tornadus-T, which kills a potential regen core. Physically Defensive Tangrowth, on the other hand, can be used over Landorus-T, since it's a better check to physcial attackers in general, and opposing Excadrill specifically (btw, definitely run a Balloon on Excadrill if this is a problem), and if you decide to run Amoonguss over Landorus-T, you'll probably have huge trouble vs those. If you do this, you lose your SR setter, meaning you need to run SR Tyranitar, however, I don't see too much need for Chople Berry (since you have Torn-T to handle Gengar+Zam already) or Smooth Rock (Excadrill doesn't actually need that many turns) of those items in all honesty, so feel free totry out something like Shuca Berry for Ground-types or whatever you'd like.

That being said, you may want to use Amoonguss over Tornadus-T if you want a far more accurate Sleep move, and an extra Fairy check to mitigate your Fairy weakness. You can also use AV Tangrowth over Tornadus-T, the advantage of AV over Phys Def being that poses much more of an offensive threat then the physically defensive set, however, don't use AV Tangrowth over Landorus-T since, once again, Excadrill and other physical attackers become a problem if you do that. Basically, use AV Tangrowth over Torn-T or Phys Def Tangrowth over Landorus-T, not the other way round

A final, more offensive option would be to use Serperior over Tornadus-T. I would only recommend this if is if you fear that your team might become too defensive if you use Amoonguss. Serperior can't take on Water-types very consistently, and by running it over Torn-T, you become more vulnerable to special attackers in general, so be careful.

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Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Fire] / Leech Seed

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 216 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Hidden Power [Ice] / Hidden Power [Fire]
- Earthquake / Sludge Bomb / Rock Slide

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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire] / Foul Play / Sludge Bomb

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Serperior @ Life Orb / Meadow Plate / Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare / Taunt / Synthesis
 
I definitely agree with using Sand Rush Excadrill, on a team with Tyranitar, it's always going to be a better option than a Scarf set which can easily be taken advantage of when locked into Rapid Spin. Running Sand Rush on Excadrill does make you very weak to Rotom, since nothing else on your team can really handle it. However, I'd argue that, even with Scarf Excadrioll, you are extremely weak to Rotom-W, as well as water types in general : your only Water resist is Keldeo, which basically loses to all other Water-types, and while you have Torn-T, you can't really rely on it to beat Water-types, especially Azumarill which just anihilates you.

What you need is a Grass-types to handle Water-types. Here, you have a choice between Tangrowth and Amoonguss. Both of these Pokemon have Regenerator, which enables them to conststenly switch into Rotom-W and absorb burns, a status effect which your team has really no way to handle otherwise. I would say Tangrowth is the better choice of the two, mainly because your team seems too offensive to be able to afford something as weak and passive as Amoonguss. There's also the fact that Amoonguss can really only fit on this team if replaced by Tornadus-T, which kills a potential regen core. Physically Defensive Tangrowth, on the other hand, can be used over Landorus-T, since it's a better check to physcial attackers in general, and opposing Excadrill specifically (btw, definitely run a Balloon on Excadrill if this is a problem), and if you decide to run Amoonguss over Landorus-T, you'll probably have huge trouble vs those. If you do this, you lose your SR setter, meaning you need to run SR Tyranitar, however, I don't see too much need for Chople Berry (since you have Torn-T to handle Gengar+Zam already) or Smooth Rock (Excadrill doesn't actually need that many turns) of those items in all honesty, so feel free totry out something like Shuca Berry for Ground-types or whatever you'd like.

That being said, you may want to use Amoonguss over Tornadus-T if you want a far more accurate Sleep move, and an extra Fairy check to mitigate your Fairy weakness. You can also use AV Tangrowth over Tornadus-T, the advantage of AV over Phys Def being that poses much more of an offensive threat then the physically defensive set, however, don't use AV Tangrowth over Landorus-T since, once again, Excadrill and other physical attackers become a problem if you do that. Basically, use AV Tangrowth over Torn-T or Phys Def Tangrowth over Landorus-T, not the other way round

A final, more offensive option would be to use Serperior over Tornadus-T. I would only recommend this if is if you fear that your team might become too defensive if you use Amoonguss. Serperior can't take on Water-types very consistently, and by running it over Torn-T, you become more vulnerable to special attackers in general, so be careful.

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Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Fire] / Leech Seed

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 216 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Hidden Power [Ice] / Hidden Power [Fire]
- Earthquake / Sludge Bomb / Rock Slide

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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 168 Def / 92 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire] / Foul Play / Sludge Bomb

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Serperior @ Life Orb / Meadow Plate / Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare / Taunt / Synthesis

Thanks for the suggestions! I definitely agree with you that Amoonguss is too passive for my team, so I'm thinking of using Tangrowth over Lando-T. I also agree with you on the redundancy of Chople Berry Ttar. I'll be sure to experiment out with the changes. Thanks again!
 
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