ORAS OU Mega Pinsir Sand Offense

  • Thread starter Thread starter dk
  • Start date Start date


INTRO

Hey, all, welcome to my 2nd RMT. I've stumbled upon the joys of sand offense recently and found a core I feel has good promise---Pinsir + Sand. I'm mostly posting this because I genuinely have struggled to find a build of this team I feel is definitively the best it can be, so I've come once again to ask for Smogonites' help. I'm also quite bored, so why not make an RMT? These things are always fun.
THE_TEAM

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TEAM_DEVELOPMENT

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I began building around Mega-Pinsir for it's amazing balance breaking power. The sole defensive 'mon Pinsir doesn't utterly thrash at +2 is phys. def. Skarm, which is not only easy to pressure, but can be trapped by Magnezone. Unlike numerous other mega breakers, Pinsir has the bonuses of threatening more offensive builds with how hard it can be to revenge kill late game if something hasn't been dedicatedly saved to RK this thing (like scarf-Tar or an electric). All in all, very underrated 'mon that should see more action given how well it performs with proper support.

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I had struggled to find consistently effective partners for Pinsir, as it somewhat blurs the line of sweeper and breaker, meaning it's not the most effective wincon vs. offense (which commonly pack electrics to check Talonflame, so as long as the electric sits above ~50%, Pinsir can't sweep). Pinsir is checked by loads of common pivots and phys. def. 'mons despite being so good, so pairing Pinsir with something that can a) take advantage of Lando, Rotom, Slowbro being pressured and b) cover its crippling weakness to electric made sense. An Excadrill + Ttar sand core seemed like the next logical progression, as they cover electrics well between a speedy immunity and sp. def. tank. In addition to the crucial electric coverage, sand cores offer amazing role compression, including but not limited to 1) spin support, 2) rocks support, 3) a Talonflame check, 4) a pursuit trapper, 5) a solid offense breaker, and 6) a potential bulky ground lure in Ice Beam Ttar. All of those roles, plus how much Excadrill appreciated Pinsir pressuring Lando, Hippo, etc. convinced me Pinsir + sand was a good match.

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After adding sand, I realized I would have to go through the teambuilding hoops of patching up the stacked weaknesses sand cores bring. Ttar and Exca have miserable defensive synergy in exchange for the deadly combo of Sand Rush + Sand Stream, so the like of Azu, Breloom, Keldeo, and a few bulky waters like Slowbro and Rotom looked extremely threatening. To address these issues, I added Tbolt Latios---a 'mon capable of dealing with most fat waters extremely well while luring one of sand's biggest sweeping roadblocks in Azumarill. Latios is also the obligatory Keldeo switchin, which is necessary on literally every ORAS OU team.

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Between Pinsir, Excadrill, Ttar, and Latios, Azumarill has a field day killing everything, which necessitates a dedicated switchin. Offensive switchins to Azumarill are virtually nonexistent due to how hard it hits, so my options were realistically Ferrothorn, Amoonguss, Tangrowth, and Skarm. The team additionally lacked a decent answer to the bulky grounds that troubled it immensely. Amoonguss and Skarm were immediately disregarded, as Amoonguss fails to do anything defensively vs. sand offense (which I was quite weak to at this point), and Skarm compounded my team's weakness to Rotom-W. I ultimately went with phys. def. Tangrowth over Ferro for its ability to blanket check a decent chunk of physical attackers and ability to pivot in and out repeatedly thanks to Regenerator.

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My team's weaknesses at this point were 'mons like Scizor, Bisharp, Garchomp, Diancie, Weavile, and a few fat grounds, so I settled on Scarf Keld to manage these threats. I felt the extra speed control was necessary at the time, but I often changed between running LO RestTalk, Specs, and CM while testing. Tang and Tar's fourth moveslot was changed from HP fire and Ice Beam (respectively) to things like Stun Spore and Thunderwave during testing, and I never really found a definite moveset for either for this variant of the team.

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I very quickly grew frustrated with Tangrowth's passivity and felt as though it clashed with the 'go-go-go' mentality of the Sand Rush Exca + Pinsir core. I wanted something that could defensively handle Azumarill while still exerting some form of pressure on the opposition aside from a 75% hit rate sleep move, so I looked to spikes Ferrothorn to substitute in for Tang. Ferro's gyro ball and power whip are actually very irritating to most offensive builds, meaning I could retain some decent offensive presence when pivoting into things like Azumarill and Rotom-W---something Tang lacks completely. I also gained more hazard pressure, meaning I could pressure the opposition's spins and defogs easier, whittle certain 'mons into range, and generally have something to do while Ferro was sitting infront of a Rotom-W or choice-locked water move. At this point, I was still running Smooth Rock Ttar, but after realizing how horribly Torn-T weak the build was, I opted for Chople + TWave Tyranitar to effectively neuter its fantastic speed and render it susceptible to Pinsir's returns and the like.

Latios was substituted with Latias since I felt like Healing Wish support on Pinsir teams is too valuable, as it let's Pinsir break earlier and more recklessly. Latios mostly played a more complimentary and passive role on the team anyway, so the additional defenses Latias has seemed like a more favorable proposition. The speed control offered by Scarf Keldeo was substituted by Thunderwave on both Tyranitar and Ferrothorn, with Sand Rush Excadrill serving as an emergency button for certain threats.​

A_Closer_Look

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Tyranitar @ Chople Berry | Sand Stream
Impish | EVS: 248 HP / 80 Def / 180 Sp Def
• Stone Edge
• Pursuit
• Thunder Wave
• Stealth Rock


Tyranitar serves as the team's obligatory Stealth Rock user and obligatory Sand Stream carrier. Tyranitar's longevity is vital to the success of the team, so the standard support set with enough EVs to tank hits from Zard-X works wonders on this build. There isn't much to say about support Tar on a sand team; it's a staple for a good reason.

The only oddities on this variant worthing noting are the presence of a Chople Berry over Smooth Rock and Thunder Wave over a special move. The function of these two things are to tank a Superpower from the otherwise impossible to deal with Torn, cripple it with a Thunder Wave, and then watch as it gets maimed by the rest of the team. It also helps Tyranitar check Fighting-coverage reliant special attacking 'mons like Alakazam and Gengar, both of which are frustrating to deal with when sand isn't up.

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Ferrothorn @ Chople Berry | Iron Barbs
Relaxed | EVS: 252 HP / 88 Def / 168 Sp Def
• Gyro Ball
• Power Whip
• Thunder Wave
• Spikes


Ferrothorn is the team's answer to the sand-slaying Azumarill, as well as second and final component of the team's defensive backbone. Originally a phys. def. Tangrowth, Ferrothorn allows me to maintain some kind of pressure while accomplishing the goal of pivoting into whatever a bulky grass would pivot into. The fear of hazards, Thunder Wave, or a meaty Gyro Ball all enable Ferro to keep up some degree of offensive presence while still supporting the team defensively---something Tang can't do. Opting for Ferro over Tang sacrifices defensive utility vs. things like Garchomp and Lopunny for the ability to take pressure off of Excadrill when facing fairies and Lati@s, meaning the likelihood of Exca living to sweep at the right moment is that much higher. Ferro can additionally pivot far more reliably into special waters, which supplements Tbolt Latias to some degree.

The set may look goofy due to the lack of Leech Seed, but given how fast I tend to play the team, it seemed to be a huge momentum killer that offered little in return. Chople Berry helps deal with annoyances like Garde, and has the added benefit of helping Ferro survive hits from Breloom so it can nail it with Gyro Ball.


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Keldeo @ Choice Specs | Justified
Timid | EVS: 4 Def / 252 Sp Atk / 252 Spe
• Hydro Pump
• Scald
• Secret Sword
• Icy Wind


Keldeo serves as the team's offensive answer to the bulky grounds that trouble the core of Exca + Pinsir, as well as helping Pinsir break down defensive cores with ridiculously heavy hitting attacks. Keldeo was opted for over Manaphy or any other water for it's ability to check annoying darks like Bisharp and Weavile that would otherwise trouble the team immensely. Keldeo also greatly appreciates Tyranitar's pursuit support to burst through those Lati/Lando/Keld/Steel offensive builds that appear frequently on the ladder and in tours. In addition to being one of the team's two wallbreakers, Keldeo also leads well vs. a lot of teams, meaning my potential lead options aren't as weak as they would be without Keld on the build.


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Latias @ Life Orb | Levitate
Timid | EVS: 4 Def / 252 Sp Atk / 252 Spe
• Draco Meteor
• Thunderbolt
• Roost
• Healing Wish


Formerly Latios, Latias is a crucial "glue" addition to my team's sand core, checking Keldeos and misc. waters that blow straight through Excadrill and Tyranitar. Latias supports the team immensely: it lures and potentially KOs both Azumarill and Skarmory (two complete stops to the machine that is sand offense), acts as a pseudo-pivot with it's massive natural special bulk and roost, and can revitalize crucial wincons should they be near fainting using Healing Wish. I'm not running defog because of the presence of Excadrill as well as the pressence of my own spikes, which is a bit of an oddity on Latias. I also get a tertiary electric check out of Latias, which helps remove the burden of dealing with electrics from the shoulders of my sand core.


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Excadrill @ Life Orb | Sand Rush . . . "Resetti"
Jolly | EVS: 252 Atk / 4 Sp Def / 252 Spe
• Earthquake
• Iron Head
• Rock Slide
• Rapid Spin


Excadrill is the team's wincon vs. faster and frailer builds, hazard remover, and second half to the team's sand core. In sand, Excadrill provides extremely crucial speed control that allows me to handle hyper offensive builds well that the team may otherwise struggle with, as well as force in checks to Pinsir like Landorus. Pinsir in tandem with Excadrill form a two-pronged offensive force that focus on wearing down their shared defensive answers until one of the two can break through and turn out a win. For instance, lets say an opposing Amoonguss just KO'd my Ferro with an HP fire, leaving me an opening to switchin in my unmega'd Pinsir. Recognizing that their team is weak to Keldeo without Amoonguss, the opposition switches in their Landorus-T to sponge the threatening Aerilate Frustration. Pinsir deals 33% to 40% thanks to Hyper Cutter nullifying Intimidate, and then deals another 33% to 40% when Lando uses rocks. Landorus is now in range of Excadrill's Iron Head, meaning their once alive and well sand check is on the verge of death because Pinsir pressured that specific switchin.

The set is standard Life Orb + 4 attacks Excadrill because I want immediate power with my limited sand turns. Rapid spin is vital to the success of Pinsir in breaking down fatter builds, and x2 speed Excadrill does a fantastic job of creating openings to spin away rocks.

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Pinsir-Mega @ Pinsirite | Hyper Cutter > Aerilate
Jolly | EVS: 252 Atk / 4 Def / 252 Spe
Happiness: 0
• Frustration
• Quick Attack
• Close Combat
• Swords Dance


Mega-Pinsir is the team's centerpiece and core wallbreaker, fulfilling roles like checking annoying grasses to sand like Breloom and Tangrowth and softening the opposition for a potential Excadrill sweep. As I stated earlier, Pinsir is an extremely underrated balance breaker, as it's only truly solid defensive answer is Skarm (and Zapdos, but it's extremely rare), meaning most cores are left severely weakened once Pinsir gets an opening to spam Frustration. Its synergy with Excadrill is incredibly solid as well, since they are capable of weakening each others checks relatively easily while dealing with the other's complete roadblocks decently (Exca handling electrics, Pinsir handling Tang, Breloom, Keldeo, etc.). Pinsir can additionally supply emergency speed control in Quick Attack, KOing a lot of common offensive threats that don't resist it once they hit the 35%-40% range.​

Threatlist

Tornadus-T (LO or AV): Good god, I hate this thing. Prior to my change to Chople Tar, I had zero answers to those obnoxious Heat Wave + Superpower variants, meaning I would pretty much auto-lose to any team with a Tornadus. Even with Chople Tar on the team, it's still immensely annoying, as it can just U-turn out of Tar or nail it with an initial Superpower on the switchin, meaning my answer is now just complete fodder to another Superpower.

Ending Remarks

Thanks for reading! Any input (no matter how slight) would be appreciated :)​

IMPORTABLE
Tyranitar (F) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Stone Edge
- Pursuit
- Thunder Wave
- Stealth Rock

Ferrothorn (F) @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Thunder Wave
- Spikes

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

Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Roost
- Healing Wish

Resetti (Excadrill) (F) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Pinsir-Mega (M) @ Pinsirite
Ability: Hyper Cutter
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Close Combat
- Swords Dance
Replays
 
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Hi, daddy's kisses.

The team really shown solid. It is not easy climate based on sand with focus Pinsir mega team. I congratulate you for the very good presentation. It must have cost you time and effort, but the result is worth it. Your computer may seem loose to many common attacks, it is well covered. In my opinion I think you can improve a little more by adding a few small bangs or changes. We go to parties. We begin with the calling of climate Tyranitar. Well thought out, as you put Stealth Rock and you can catch both as Latias Latios and facilitate the role of Keldeo. Only if you allow me I would add more defensive presence with Hippowdon. This threat will surprise the covering with only take the place of another. You have the advantage that it can outlast their recovery method. Second and final change I propose is Rotom-W by Keldeo. I think no one would like not to have a reliable response to Hurricane / Brave Bird. Anyway I think that using an electric needs. With this as you cover a few things that Keldeo. Also keep in mind that after this mega Sableye can be a bit problematic but manageable.

To further facilitate my small contribution I will lay the sets that best suit your team down here. I hope if you want to try go even better if you can. It does not have much history, but his stuff and so you save time / job. Here we go:

hippowdon.png

Hippowdon @
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Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge / Toxic / Whirlwind

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Rotom-Wash @
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/
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Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split / Rest

Now it is when I noticed your team carefully and is very time BW but adapted to ORAS, haha. Pokemon are still very common today and are good each in their own way. Nothing friend, I hope my limited knowledge of this popular tier will bear fruit.

Greetings and luck.

 
Last edited:
  • Like
Reactions: dk
Hey daddy's kisses nice team , Mega Pinsir is really good sweeper capable of destroying a lot of balanced and stall builds.

First of all I think Air Balloon > Life Orb on Excadrill , your team is quite weak to LandoT , ferro being the only switch-in but with no means of recovery it cab be wear down.

On Latias , use 72 HP / 184 SpA / 252
Spe ,
this is the standard Latias EVs , adding more bulk also , its your only Scald switch-in , also I think Recover > Healing Wish on Latias , as Latias is your only Scald Switch-in you surely need recovery on it.

Mega Pinsir is your only wincon so , Calm Mind Keldeo Over Specs Keldeo can be used , as it adds one more wincon but this change is only optional , you have Pursuit on Ttar so , you can use Keldeo as a wincon.

Summary:
530-png.63132
(Air Balloon > Life Orb)
380-png.63136
(EV spread)

Optional :

647-r-png.63135
(Calm Mind Over Specs)


So , thats all for now , I wish you good luck with the team n_n.
 
Hi, daddy's kisses.

The team really shown solid. It is not easy climate based on sand with focus Pinsir mega team. I congratulate you for the very good presentation. It must have cost you time and effort, but the result is worth it. Your computer may seem loose to many common attacks, it is well covered. In my opinion I think you can improve a little more by adding a few small bangs or changes. We go to parties. We begin with the calling of climate Tyranitar. Well thought out, as you put Stealth Rock and you can catch both as Latias Latios and facilitate the role of Keldeo. Only if you allow me I would add more defensive presence with Hippowdon. This threat will surprise the covering with only take the place of another. You have the advantage that it can outlast their recovery method. Second and final change I propose is Rotom-W by Keldeo. I think no one would like not to have a reliable response to Hurricane / Brave Bird. Anyway I think that using an electric needs. With this as you cover a few things that Keldeo. Also keep in mind that after this mega Sableye can be a bit problematic but manageable.

To further facilitate my small contribution I will lay the sets that best suit your team down here. I hope if you want to try go even better if you can. It does not have much history, but his stuff and so you save time / job. Here we go:

hippowdon.png

Hippowdon @
latest

Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge / Toxic / Whirlwind

479_whosshu.gif

Rotom-Wash @
latest
/
latest

Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split / Rest

Now it is when I noticed your team carefully and is very time BW but adapted to ORAS, haha. Pokemon are still very common today and are good each in their own way. Nothing friend, I hope my limited knowledge of this popular tier will bear fruit.

Greetings and luck.
Thanks for the suggestions! Will make sure to try this out. Thanks! :o
Hey daddy's kisses nice team , Mega Pinsir is really good sweeper capable of destroying a lot of balanced and stall builds.

First of all I think Air Balloon > Life Orb on Excadrill , your team is quite weak to LandoT , ferro being the only switch-in but with no means of recovery it cab be wear down.

On Latias , use 72 HP / 184 SpA / 252
Spe ,
this is the standard Latias EVs , adding more bulk also , its your only Scald switch-in , also I think Recover > Healing Wish on Latias , as Latias is your only Scald Switch-in you surely need recovery on it.

Mega Pinsir is your only wincon so , Calm Mind Keldeo Over Specs Keldeo can be used , as it adds one more wincon but this change is only optional , you have Pursuit on Ttar so , you can use Keldeo as a wincon.

Summary:
530-png.63132
(Air Balloon > Life Orb)
380-png.63136
(EV spread)

Optional :
647-r-png.63135
(Calm Mind Over Specs)


So , thats all for now , I wish you good luck with the team n_n.

Erm, I already have roost on Latias, so I don't think running recover is going to anything. Will definitely try out the EV spread changes, though.

I'll def try out Air Balloon on Exca as well, seing as how it's easier to spin as well as helping vs. Lando.

I'm curious---what CM set specifically would you recommend? SubCM? CM + 3 attacks? Regardless, I'll mess with the variations and see what sticks.

Thanks for the feedback! :)
 
hello, nice team we have here, I really like the idea of using mega Pinsir + sand, to put pressure on flying types, fire types and ice types, which cause problems to mega Pinsir, after a detailed analysis of the team, I noticed that most weakness that presents is sand rush Excadrill , Excadrill manages to sweep smoothly, after replacing tang with Ferrothorn, your team has lost a strong "earthquake switch" that allowed you to hold him off, also not worth risking speed tier using your Excadrill, because the your Excadrill may be the key to victory against other builds sand offense; I think Tornadus-t is boring as you have already said it, but it's also playable hand, your team does Tyranitar, sand rush Exca (your best revenge killer for it); another annoying threats are stall builds and Weavile supported by hazard stack core, the stall builds as Sableye stall are very boring, manage to cover all the members of your team, this become problematic because your team is missing status absorber, dont think that healing wish on Latias will be able to be your only answer to stall, making reinvigorate your wincon; As I said above, Weavile combined Tankchomp + Skarm or klefki put lot of pressure to Keldeo and to your unique hazard remover, also put pressure on Latias, which could serve to cure Keldeo, to put it back in forces to beat Weavile, this work is too difficult to manage for Excadrill (remove hazards and also check Weavile, in case you have low life Keldeo). My rate will try to lighten danger posed by these threats, making them more manageable.

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As I have said with Tushar, the team is too weak to "Earthquake spam", then I'd suggest utilize
Air balloon over Life orb, this substitution from one hand to face the other sand builds, DD Landorus Therian, who can without too much trouble to win by just putting Keldeo under pressure using a grass type as Amoonguss or water type as Slowbro; also i suggest using Swords dance over rock slide, since the loss of power putting the balloon, Swords dance seems to me a great move for beating tankchomp, Landorus-t (especially the scarf), Mega Venusaur and Amoonguss and finally Gliscor, who survive at least 2 shots from Excadrill.

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Since the lack of a solid status absorber, and since you will need a counter-lived for Bisharp and Weavile hazard stack builds , I would suggest to use
RestTalk keldeo over Specs, rest talk Keldeo provides is the most solid counter for Weavile and Bisharp, able to heal itself, and prevent status, also having the Life orb, Keldeo does not lose much wallbreaking power, Icy wind in this case does not need since you tyranitar and Excadrill to put pressure latios Latias and finally is also an excellent stallbreaker; As said Tushar, the SubCM version can be a good solution for beating stall builds.


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I think Gyro ball + Thunder wave is a redundant combination, because it is easier to make the set-up of Clefable, then I'd suggest utilize
Iron head over Gyro ball, this move makes more sense to the use of Thunder wave, making Clefable far less threatening in 1v1 opportunities also have the option to create a Paraflinch, which is very boring when combined with hazard stack, as in your team.

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Rest
- Sleep Talk

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Iron Head
- Thunder Wave
- Spikes
- Power Whip

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Rapid Spin
- Earthquake

Hope i've helped you and GL with the team :toast:



 
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