XY OU Mega Pinsir Team!

Hey, this is my first rmt. I wanted to make a team that includes Mega Pinsir, and what follows is the best I've come up with. I'd like advice on how to make the team even better :].


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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Quick Attack
- Return
- Swords Dance
With Mega Pinsir's ability, quick attack and return become flying type. In particular, return becomes a very powerful move which can usually 2HKO whatever doesn't resist it and/or isn't especially physically defensive. Stab quick attack lets pinsir pick off weakened pokemon. Jolly nature so as to not rely on quick attack when not neccesary. Close combat is so that Pinsirs cam switch in on opposing Ferrothorns, as otherwise Ferrothorn can be difficult to deal with. The alternative to close combat is earthquake for heatran, but other pokemon on this team can already handle heatran. Swords Dance is there to threaten setting up a sweep. Hyper cutter stops intimidate from pokemon switching in the turn pinsir is evolving. Pinsir is very threatening to opposing mega venusaurs and brelooms.



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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Stealth Rock
Ferrothorn is here to provide stealth rock support. Power whip lets it defend itself against gyrados. Gyro ball hits fairy types hard. Leech seed is to help ferrothorn recover damage and is generally a good move to use on the switch. Ferrothorn counters tyranitar and bulky waters. 0 speed IVs is to maximize gyro ball's damage. The SpD investment is for ferrothorn to better withstand surprise flamethrowers and the like.

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Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonblast
- Moonlight
Clefable provides heal bell support and can function as a special wall. Heal bell can be useful if I find myself against breloom to cure whatever gets hit with spore. Clefable can also deal with mega sableye. I chose unaware clefable over sylveon because otherwise my team can't deal with magic guard calm mind clefable. Calm mind is on this set not so much to sweep but rather to be able to stop opposing calm mind clefables.


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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Excadrill is this team's main revenge killer. I chose excadrill over garchomp or salamence to avoid giving this team a large ice weakness. He resists stealth rock and can use rapid spin, which is the reason I decided to use him instead of Kyurem-B. He also resists brave bird and therefore is a great counter to talonflame, a pokemon that otherwise causes this team large problems. Iron Head is great for fairies and earthquake can hit pokemon like gengar and rotom-w thanks to mold breaker. Rock slide is for revenge killing mega charizard-Y. Excadrill is great for wearing down the opponent's physical walls enough for pinsir to break through.



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Wobbuffet @ Leftovers
Ability: Shadow Tag
EVs: 28 HP / 228 Def / 252 SpD
Bold Nature
- Counter
- Mirror Coat
- Encore
- Safeguard
Wobbuffet can eliminate or encore a troublesome enemy pokemon as long as it doesn't have taunt or can 2HKO wobbuffet. In this way it's similar to Gothitelle. Encore can give pinsir a chance to come in and potentially set up a game ending sweep. Safeguard has synergy with encore if the opponent uses a status move. Wobbuffet can potentially revenge kill or take out a special attacking threat if something happened to clefable.


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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-w is a great way to get pinsir or excadrill or even wobbuffet in safely. Will-o-wisp lets rotom-w cripple physical attackers but has rather unreliable accuracy. Pain split gives rotom-w a chance at a longer life. Hydro pump is a strong stab move but also is somewhat unreliable. Rotom-w makes for a good lead, especially if my opponent may lead with a landorus-t. Rotom can also counter talonflame if necessary.


As far as threats go, Bisharp can cause this team problems, especially if it gets a sword dance in. I'm not sure what to do about that. Mega Charizard-Y is also a threat since it can 2HKO or 1HKO my whole team. Against charizard-y, my best bet is to revenge kill it with excadrill's rock slide.
 
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So I have been using this team on showdown, it works well. Also bisharps are no problem, pinsir or slyveon can take it out. But the wobuffet didn't work or help whatsoever, you should probably replace it. I don't have anything more to change.
 
Scarfed Excadrill makes me die a little on the inside. You have a Sylveon and a Ferro and your team is not hazard stacking, you can afford to run a Defogger over a questionable spinner. A Latios mainly. Completes your F/D/S core nicely, provides a speedy and offensive presence, clears hazards and doesn't kill your momentum by stabbing it to death with a wooden spoon like being Choice-locked into Rapid Spin does.
Secondly, Wob is quite mediocre and does leave you complete and utter Taunt bait. As far as trappers go, Goth is much better, and Mag is one of Mega Pinsir's best friends with his ability to execute annoying Steels, he might be a viable switch to make. However, Landorus-T is a pretty big problem to your team, any variant can threaten it, the Smack Down version can decimate it pretty badly, and with it being the most used scourge in the tier it can't go unprepared for. Another solution might be to run your own Landorus. Landorus-I more precisely, a Scarfed one. He acts as a very potent revenger while also outspeeding Lando-T and being able to guarantee an OHKO on a Scarfed Lando-T after Rocks, and a 2HKO on any other variant with HP Ice. I did consider Scarfed Keldeo or Kyurem, but it looked like Lando-I brought with him the smallest number of issues, so that's my story and I'm sticking to it.
Hope this helps.

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

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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

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Landorus (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Naive Nature
IVs: 0 Atk / 30 Def
- Earth Power
- Focus Blast
- Hidden Power [Ice]
- Psychic / U-turn
 
I like the idea of removing wobbuffet for something else, but with scarf landarous instead of scarf excadrill won't I have issues with charizard-Y? Also, I tested the team with Latios and landorus instead of wobbuffet and excadrill but I had trouble against fairies.
 
I was thinking of replacing wobbuffet with a aerodactyl with focus sash/stealth rock/taunt/rock slide/earthquake. Aerodactyl can revenge kill mega charizard-Y and be a good lead. Alternatively, maybe I should leave scarf excadrill in to check Charizard-Y and use a non-scarf landorus or landorus-t to counter opposing landorus-t? Do you think I should make one of those switches?

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Rock Slide
- Earthquake

or

Landorus-Therian @ Leftovers/Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- U-turn
- Toxic
 
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