XY OU Offensive Mega Pinsir Team

The Team:

greninja.gif
chandelure.gif
pinsir-mega.gif
gliscor.gif
mandibuzz.gif
crawdaunt.gif


So the first thing that I decided were my two sweepers. I wanted a Special Sweeper and a Physical Sweeper. I went with Mega Pinsir because it is insanely powerful, and it's also at a comfortable 100 Base Speed, allowing it to outspeed most of OU. I also chose a Choice Scarfed Chandelure because it is also a powerful, fast Special Sweeper.
chandelure.gif
pinsir-mega.gif


Now I needed Walls to counter any Pinsir and Chandelure checks. Usually, I don't do coverage moves for countering, instead I use Walls to resist usual moves of my Sweeper's checks and counters and Wall them while slowly whittling down their health with Toxic. And since Gliscor is one of the best Toxic Stallers in the entire meta, I definitely needed to put him on the team. He is also a great Physical Wall that can tank most Rock types and electric types.
chandelure.gif
pinsir-mega.gif
gliscor.gif


Next I needed a Special Wall, and someone who could Defog or Spin away entry hazards because both of my Sweepers are weak to the common entry hazards. At first I went with a standard Excadrill.
chandelure.gif
pinsir-mega.gif
gliscor.gif
excadrill.gif


But then I realized that with the other Pokemon on my team, I didn't have a Special Wall. Having a Mold Breaker Excadrill was nice against common threats like Rotom-W, but not having a Special Wall was pretty bad. So then I chose Blastoise as my Spinner.
chandelure.gif
pinsir-mega.gif
gliscor.gif
blastoise.gif


However, normal Blastoise was hopelessly outclassed in OU and I didn't want to give my Pinsir's Mega slot over to Blastoise, so I finally decided on Mandibuzz. Also, when Blastoise was on my team, I actually had 3 Water Types (Blastoise, Greninja and Crawdaunt). I knew I wanted to keep Greninja and Crawdaunt, so I guess Blastoise had to do. Anyways, Mandibuzz was also great because it can act as a Special Wall, and it can use Foul Play to counter any Ghost types that threaten Chandelure.
chandelure.gif
pinsir-mega.gif
gliscor.gif
mandibuzz.gif


Now I needed a strong water type to cover Ground types that are a big threat to Chandelure, because a good Earthquake will definitely wreck Chandelure, with it's atrocious defensive stats. Anyways, I chose Crawdaunt, just because I love Crawdaunt. I mean, it's a frickin' CRAB, yet it can knock things around (literally with Knock Off) way more threatening-looking than it. Anyways, a Banded Aqua Jet can clean up most threatening Ground types.
chandelure.gif
pinsir-mega.gif
gliscor.gif
mandibuzz.gif
crawdaunt.gif


The final thing I need to decide on is a reliable lead. So first I wanted a fast Taunter with the ability to also set Hazards to aid sweeping and also maybe hit hard. So I was in quite a dilemma over who to choose. I was mainly debating between Greninja and Aerodactyl.
aerodactyl.gif
greninja.gif


I ended up going with Greninja, because I needed to add another Special Attacker to the team, otherwise Chandelure would be lonely. And if Chandelure ever got taken out, I would have a horrible time against Physical Walls. So the final team lineup turned out to be like this:
greninja.gif
chandelure.gif
pinsir-mega.gif
gliscor.gif
mandibuzz.gif
crawdaunt.gif


I skipped over quite a big portion of the team building process, mainly because I've forgotten how I came up with the core of this team :P. But I guess this is a quick rundown of why each Pokemon is on the team, and allows for you to take a step back and see the team as a whole.
I hope this wasn't too long.


These replays are on my main and alt account: WilliXL (hit me up :P) and WilliamXL
Pinsir's Power
Replay

After looking over this RMT, I realized that there are huge walls of text. Sorry about that.

So I just want to quickly go over the formatting I want to do for this RMT:

(Pic)
Nickname (Pokemon) @ Item | Ability
Nature | x / y / z
- Move 1 - Reasons
- Move 2- Reasons
- Move 3- Reasons
- Move 4- Reasons

Reasons for Item, Ability, Nature, and EV Spread
Playstyle


Let's Start!


greninja.gif

Jiraiya (Greninja) @ Focus Sash
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Surf - Most Utility leads are either Rock or Ground
- Ice Beam - For the occasional Whimsicott and and a good answer to Dragon Types
- U-turn - For coverage and to hit other Lead Greninjas if they Taunt
- Taunt - Why Greninja is my Lead
So I put a Focus Sash on Greninja because that will allow it to hit one more time after it Taunts. It also just allows it to stick around longer, because Greninja has pretty horrible Defensive stats. Using the Focus Sash also makes Greninja really great for coming back in as Death Fodder later in the game. Ability is Protean to get STAB and to change types to resist anticipated moves. 252 Speed is almost necessary for a Lead Greninja. I also put 252 in Special Attack so that Greninja can hit hard and 4 in Attack because U-turn is a good coverage move. I have Naive nature because Greninja is mixed (cuz of U-turn) and it's Defenses are so bad that I can afford to lower one.
Greninja is my Lead as stated before. I can send it out pretty reliably on most opponents. I usually Taunt on the first turn, unless I predict the opponent to be a Suicide Lead, then I U-turn the heck out and switch into a Wall. Greninja also usually comes back later in the game to act as Death Fodder for scouting.



chandelure.gif

CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball - Cover Ground and Water Types
- Shadow Ball - STAB and for other Ghost Types
- Flamethrower - STAB... I'm too unlucky with Fire Blast :'(
- Will-O-Wisp - Surprise Sucker Punchers
Chandelure is my primary Special Sweeper, and this set is pretty much just an all-out-attack set. I have Choice Scarf on Chandelure to make up for its below average Speed Stat of 80. I have Infiltrator as an ability because Flash Fire, the other competitive one, is pretty much useless when I have two water types on the team who can both quickly Sweep up a Fire Type pretty well. And Infiltrator is really good for Stallbreaking, which is a huge help to my team because my team is pretty bad against Stall Teams in general. For EVs, I have 252 in Speed so that it can outspeed up to Greninjas when holding a Choice Scarf. I have 252 in Special Attack to make Chandelure nice and powerful. And 4 in HP to just slightly bulk up Chandelure. I also have Modest Nature because Chandelure doesn't need any more Speed or Defenses, so might as well make it even more powerful.
For playstyle, Chandelure almost seems to be a Revenge Killer on this team. Because it's Choiced, I'm constantly switching it in and out in order to use the best moves on the right Pokemon. And I can't really switch Chandelure in on incoming attacks, besides predicted Bug Type attacks (cuz of 4x resist), so it usually ends up Revenge Killing on safe switch ins.



pinsir-mega.gif

D!ckPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake - Cover Rock and Fire Types
- Quick Attack - Priority FTW
- Swords Dance - Getting nice and powerful for mass sweeping
- Return (Frustration) - Extremely powerful STAB with no drawbacks, unlike Thrash. Incoming Dittos can't use it
Mega Pinsir is the main Physical Sweeper of my team. It's insanely good at sweeping with its good Speed and extremely powerful Attack Stat. The item is definitely gonna be Pinsirite, because of Mega. For the ability, all three of Pinsir's abilities seem very good. But I went with Hyper Cutter because I almost never ended up using Moxie and Mold Breaker was a very select ability. Also, with all the Intimidators running around OU, Hyper Cutter seemed like a good way to prevent an Attack Drop before Mega Evolving. For EVs, I have 252 in Attack and 252 in Speed because Pinsir is a fast Physical Sweeper. I also have 4 in Defense because I don't ever plan on having Pinsir Tank a Special Attack. Nature is Jolly so I can go past non-speed natured Base 100 attackers.
I usually switch Mega Pinsir in on a frail Physical Sweeper (Lucario is a good example) and set up a Swords Dance while they switch out. Then I can proceed to sweep. If Pinsir ever needs to Switch out, it can also come in for a Revenge Kill with a Quick Attack and the proceed to do as much damage as it can before it goes down.



gliscor.gif

Batman (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 40 Def / 216 Spe
Jolly Nature
- Toxic - To Poison the opponent
- Earthquake - STAB and coverage against Steel and Poison types which are immune to Toxic
- Protect - For Stalling and activating Toxic Orb
- Substitute - For Stalling
Gliscor is my troll Pokemon and Physical Wall. I have Toxic Orb, because of Poison Heal stalling. I pretty much used the Ubers EV spread on this Stalling Gliscor. 216 Speed allows Gliscor to outspeed unboosted Base 90 Speed Pokemon. 252 HP coupled with 40 Def allow it to tank a heck of a lot of Physical Attack and also gives it some defense against weaker Special Attackers. Nature is Jolly so I can outspeed and then Toxic and Substitute before the opponent attacks.
For playstyle, I find myself mainly switching Gliscor in on Physical attacks, and then proceeding to Toxic and stall the heck out of them with Substitutes and Protects. I also am constantly switching in on Sucker Punchers and Substituting then Earthquaking. I also switch in a lot on Status moves like Will-O-Wisp and Toxic, so my other Pokemon won't take them.

mandibuzz.gif

BuzzKill (Mandibuzz) (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Foul Play - Kind of just fodder move right now, support of Gliscor's Toxic Stall I guess...?
- Roost - Getting rid of Hazards for my two Sweepers
- Defog - Health Regen
- Toxic - To get Ghost types for Chandelure and take care of strong Physical Attackers

So Mandibuzz is my Special Wall and Defogger. It has Leftovers to get HP back constantly. The Ability is Overcoat so it can come in onto Spores and so it can be out in weather, also because Mandibuzz's other abilities aren't that great. For EVs, I put 252 in HP and 252 in Special Defense to make it as bulky as possible on the Special Defense side. The other 4 are in Defense so that it can at least take one or two Physical Attacks. It has Careful Nature to add even more to its Special Bulk.
Mandibuzz is the newest member of the team, so I haven't had too much experience with it. But I usually send it out to block a spore from a Quiver Dancer, and then proceed to Toxic it, or the next incoming Pokemon, and then switch out. It also comes in to Tank Special Attacks in general and Toxic things.



crawdaunt.gif

Clutch (Crawdaunt) @ Choice Band
Ability: Adaptability
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet - Priority, late-game clean up
- Crabhammer - EXTREMELY POWERFUL Physical Water STAB
- Knock Off - Just an extremely broken move on Crawdaunt
- Brick Break - Breaking Screens, kinda fodder move

I saved my favorite Pokemon for last. Crawdaunt is my late game Sweeper and just general clean up Pokemon. It also wrecks things with Knock Off. So for the item, it's got Choice Band to up Crawdaunt's already very good Attack Stat. The Ability is Adaptability, which is kind of the Ability that saved Crawdaunt in recent Generations, making Crawdaunt's Aqua Jets and Knock Offs all the more scary. For EVs, it has 252 Attack to make it extremely powerful. It also has 252 HP to allow it to take at least one hit on both the Special and Physical side. And then there's 4 Special Defense to slightly make up for its pretty bad Special Defensive stat. Its Nature is Adamant to make it even more powerful.
For Playstyles, I usually Switch Crawdaunt in on Pokemon afraid of the Aqua Jet (Chandelure is a good example, lol). Then I proceed to Knock Off. This is usually a OHKO on most, not dedicated walls, Pokemon. I just love the power. Also, Crawdaunt just Aqua Jets things to no end. I usually send it in late-game and just do some cleaning service, helping the opponent sweep up.




So this pretty much concludes the RMT. There is quite a lot to read :P

I'll try to add more Replays as I keep battling on Showdown.

For now, try to pick my team apart as much as you can. I really like this team, but it's not doing SUPER well. I'm at around 1450 on the Showdown Ladder right now, so it's alright. But yeah, I would love to have this team improve.

Oh, one last thing. I try to not use Legendaries because their IVs can't be perfected in-game, and I like to have my team in an Official Game... so yeah.
 
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hey there, so the first thing i noticed is that you're using mega pinsir, but without any decent thundurus or talonflame answer, which is rather key when considering that these are the biggest threats in the metagame to pinsir. you are also really weak to opposing pinsir, have no solid latis switch-in, have issues with mega gyarados, are charizard x weak, are actually weak as all hell to rotom-w, and difficulties with keldeo. this might seem like a lot, but i think two mon adjustments will work this out pretty well.

my first suggestion for this is to replace your chandelure with a choice scarf tyranitar. chandelure compounds your birds weakness and provides openings for rotom-w to come in and spread burn/do whatever the fuck it wants since you can't touch it, and gives charizard x setup opportunities, in addition to putting even more undue strain on your defogger with it and pinsir so reliant on it to keep healthy enough. tyranitar does a lot for you, getting rid of latis in addition to being a decent birds, charizard x, thundurus, and charizard y (decently enough) check. it can also kill off weakened keldeo. scarf ttar is really a solid glue for your team.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Earthquake
the other thing i would do is a physically defensive celebi > crawdaunt. crawdaunt is honestly mediocre in general and redundant on your team. it has issues with many of the same pokemon as greninja while making you more rotom-w/azumarill weak. physically defensive celebi solves the azumarill and rotom-w problem, while being a good keldeo check and helping check thundurus if needed. it's also decent vs mega gyarados, which you need an answer for rather badly. i would have picked a mixed defensive amoonguss, but realized you don't have stealth rock which is an extremely necessary hazard, especially with a mega pinsir that hates thundy and talonflame, and you need all 4 moves on ttar.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Giga Drain
- Baton Pass
- Stealth Rock
you're still mega gyarados weak if celebi is a bit weakened, like from combo of mega gyarados + azumarill/keldeo, and could use something that can take a hit from pinsir especially if you suspect the opponent will eq your ttar switch-in. what i'd do is change your mandibuzz spread to a more mixed defensive one, so it can toxic mega gyarados (not concerned about subdd at all while not getting absolutely hammered and avoid the 2hko from pinsir most of the time, among other useful things with that physical bulk, like being able to deal with stuff like excadrill and garchomp. the spread i recommend is 248 hp / 136 def / 108 spd / 16 spe with an impish nature. pretty standard, the spd lets it survive the 2hko from lando-i focus blast; speed to go before most every mawile and azumarill, especially in the case of bd azumarill, so you can foul play them boosted or whatever before they moved; and def to deal with the aforementioned threats.

finally, i'd heavily recommend running a life orb > focus sash and hydro pump > surf, extrasensory / substitute > u-turn / taunt. greninja's best role in this metagame is as a fast attacker utilizing its excellent coverage. it's simply too weak without a life orb. dedicated lead should honestly not be your biggest concern, as that is such an obselete thing in a metagame with team preview when you're not providing early-game sr. now, you need extrasensory on greninja for keldeo and a strong hit on mega venusaur, no questions asked. it's especially useful to rk keldeo, which your greninja currently can't hit. i like sub for the last slot because otherwise, you have a shitload of trouble with a +2 mawile, which sub lets you avoid a sucker punch from and then hit next turn with lo hydro pump, which kills given just a little bit of prior damage.

hope i helped, pretty decent team :]
 
hey there, so the first thing i noticed is that you're using mega pinsir, but without any decent thundurus or talonflame answer, which is rather key when considering that these are the biggest threats in the metagame to pinsir. you are also really weak to opposing pinsir, have no solid latis switch-in, have issues with mega gyarados, are charizard x weak, are actually weak as all hell to rotom-w, and difficulties with keldeo. this might seem like a lot, but i think two mon adjustments will work this out pretty well.

my first suggestion for this is to replace your chandelure with a choice scarf tyranitar. chandelure compounds your birds weakness and provides openings for rotom-w to come in and spread burn/do whatever the fuck it wants since you can't touch it, and gives charizard x setup opportunities, in addition to putting even more undue strain on your defogger with it and pinsir so reliant on it to keep healthy enough. tyranitar does a lot for you, getting rid of latis in addition to being a decent birds, charizard x, thundurus, and charizard y (decently enough) check. it can also kill off weakened keldeo. scarf ttar is really a solid glue for your team.
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Pursuit
- Earthquake
the other thing i would do is a physically defensive celebi > crawdaunt. crawdaunt is honestly mediocre in general and redundant on your team. it has issues with many of the same pokemon as greninja while making you more rotom-w/azumarill weak. physically defensive celebi solves the azumarill and rotom-w problem, while being a good keldeo check and helping check thundurus if needed. it's also decent vs mega gyarados, which you need an answer for rather badly. i would have picked a mixed defensive amoonguss, but realized you don't have stealth rock which is an extremely necessary hazard, especially with a mega pinsir that hates thundy and talonflame, and you need all 4 moves on ttar.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Giga Drain
- Baton Pass
- Stealth Rock
you're still mega gyarados weak if celebi is a bit weakened, like from combo of mega gyarados + azumarill/keldeo, and could use something that can take a hit from pinsir especially if you suspect the opponent will eq your ttar switch-in. what i'd do is change your mandibuzz spread to a more mixed defensive one, so it can toxic mega gyarados (not concerned about subdd at all while not getting absolutely hammered and avoid the 2hko from pinsir most of the time, among other useful things with that physical bulk, like being able to deal with stuff like excadrill and garchomp. the spread i recommend is 248 hp / 136 def / 108 spd / 16 spe with an impish nature. pretty standard, the spd lets it survive the 2hko from lando-i focus blast; speed to go before most every mawile and azumarill, especially in the case of bd azumarill, so you can foul play them boosted or whatever before they moved; and def to deal with the aforementioned threats.

finally, i'd heavily recommend running a life orb > focus sash and hydro pump > surf, extrasensory / substitute > u-turn / taunt. greninja's best role in this metagame is as a fast attacker utilizing its excellent coverage. it's simply too weak without a life orb. dedicated lead should honestly not be your biggest concern, as that is such an obselete thing in a metagame with team preview when you're not providing early-game sr. now, you need extrasensory on greninja for keldeo and a strong hit on mega venusaur, no questions asked. it's especially useful to rk keldeo, which your greninja currently can't hit. i like sub for the last slot because otherwise, you have a shitload of trouble with a +2 mawile, which sub lets you avoid a sucker punch from and then hit next turn with lo hydro pump, which kills given just a little bit of prior damage.

hope i helped, pretty decent team :]
Thanks for the reply!

I think I will make the switch to Ttar, I tried it and now Talonflames are no problem at all. YES!
 
Change Pinsir's Return to Frustration . Ditto's imposter doesn't copy the Friendship and he will probably do Very low damage with Frustration , because 99,9% of dittos has 255 Friendship.
 
Change Pinsir's Return to Frustration . Ditto's imposter doesn't copy the Friendship and he will probably do Very low damage with Frustration , because 99,9% of dittos has 255 Friendship.
Do you know of a good way to lower Friendship in XY though?
 
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