XY OU Please rate my first team, Mega Pinsir FTW!

I've been messing around with thisteam for quite some time now, and I thought thi is a good time to throw it up here and get some more advice. :)

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

The star of this team. I've had countless of sweeps with this guy. Jolly nature max speed for outspeeding most threats, and max attack for taking them out with a return. Swords Dance for even more power on Return, and Quick Attack for taking out faster pokemon.

If there is one thing Mega Pinsir doesn't like, it is stealth rocks. So, I needed a rapid spinner on my team.

Diggersby (Excadrill) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head

The main reason that I have Excadrill on my team is because of the offensive Rapid Spin support. I use this over Latias with Defog, because Rapid Spin only removes the hazards on your side of the field, unlike Defog. Earthquake hits hard with Adamant Nature, and because of Mold Breaker, Gengar and Rotom will have a bad time switching in. Rock Slide for Flying types who take next to no damage from Iron Head, like Talonflame. I use Air Balloon for switch ins on earthquakes, but Leftovers are also a option.

Moltres V2 (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Will-O-Wisp

Talonflame is used to force Mega Pinsirs counters like Thunderus or Landorus in and weaken them to the point that Mega Pinsir can come in and KO them with Return. No Defense investment because Bulk Up is used for raising Attack and Defense, and more evs are put into Special Defense. Brave Bird because Gale Wings, and hits hard after 2 Bulk Ups. roost for Recovery and prioritized by Gale Wings. Will-O-Wisp to burn Talonfames and Pinsirs counters, but Taunt can also be run in this slot, to make Talonflame a Stall breaker.

Manny (Mamoswine) @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Endeavor
- Ice Shard
- Earthquake

Mamoswine makes an excellent Stealth Rock setter. Focus Sash guarantees that Stealth Rock are put up. Oblivious is the preverred ability to prevent Mamoswine being taunted, knocked down to his sash and KOed by an attack. Endeavor for Trolling massive threats like Aerodactyl, so that when Mamoswine gets knocked down to his sash, he can Endeavor and Ice Shard for the KO. And Earthquake because Stab.

Evil Laundry (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest

Rotom is used to handele Talonflames and Landorus-T, because they are massive threats to a Pinsir Sweep. Bold Nature to take multiple hits, and a Chesto Berry to get restored to full health instantly. Volt Switch for Switching out if you don't like the matchup after a Blind Switch for example. Hydro Pump because Stab, Will-O-Wisp for burning threats towards Pinsir.

No Escape (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Magnezone is so usefull. Someone leads off with Ferrothorn/Skarmory, Magnezone comes in with his Magnet Pull, they can't escape, BOOM! KO with HP fire or Thunderbolt. Volt Switch for a Volt Switch core with Rotom, Flash Cannon for faries, and Thunderbolt for massive damage with Choice Specs.

I hope you like my team, and advice is always appriciated!
 
Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Frustration
- Close Combat
- Quick Attack

I would make those small changes to Mega Pinsir. Close Combat hits Skarmory and Rotom-W neutrally, and provides better coverage in general. Frustration over Return is a small technical thing, but it screws some Dittos when they transform, draining the power of their preferred STAB.
 
Just two quick changes.

Try using icicle crash over endeavor because it can flinch and still do massive damage to non resisted pokes as endeavor serves the same pupose knocking something to low HP and then taking the out with priority.

Also change talonflame to a choice band setset to do more damedge plus you already have a sweeper and tailwind will help the team out massively just like all other teams
 
Hey I'm just going to suggest a few changes that should help. The first would be to use Latios instead of Excadrill. I'm aware that you don't like Defog because it removes entry hazards on both sides of the field but Excadrill will be hard-pressed to find opportunities to remove hazards because of its awkward base Speed stat and its weakness to common priority moves such as Mach Punch and Aqua Jet. Latios is arguably the best offensive hazard remover in OU because it's able to outspeed a majority of the tier and it isn't weak to common priority (bar Brave Bird). It can also act as a lure for mon's like Scizor and Ferrothorn, making it easier for Magnezone to trap and KO them. Since you already have Magnezone to trap Steels, I recommend using Hidden Power [Fighting] on Latios. It 2HKOs common Ttars and OHKOs Bisharp and you can also use it to get some chip damage on Heatran. The next change would be to give Talonflame an offensive moveset. I don't know how you were able to challenge Thundurus with it since Thundurus's Thunderbolt does this "252 SpA Life Orb Thundurus Thunderbolt vs. 248 HP / 252+ SpD Talonflame: 338-400 (94.1 - 111.4%) -- 68.8% chance to OHKO". Jolly SD Talonflame gives your team a win condition and a proven revenge killer. Talonflame will be able to clean up thanks to Gale Wings after its checks (Steel and Rock types) are removed by Magnezone and Mamoswine. I also recommend using Close Combat over Earthquake on Mega Pinsir to hit Air Balloon Excadrill and also to deal more damage to Ferrothorn and Tyranitar. Everything else seems fine, good luck with the team n_n.

Edit: If you really dislike Defog then use a Choice Scarf on Excadrill. It's given the Speed to guarantee that entry hazards are removed but can open up opportunities for the opponent to setup since it'll be locked into Rapid Spin. Also keep in mind that Excadrill will still be open to being KOed by Aqua Jet or Mach Punch.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Hidden Power [Fighting
- Recover

Talonflame (M) @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost
 
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Thanks for all of the advice! I will switch Excadrill out for Latios because aqua jet seems to screw me over lately. Talonflame seems like a voor option as well, going to try that as well.

Just a question, I think I might need some more bulk on the team, but I don't know who to switch out.
 
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