XY OU Soooo Pinsir Is Broken, RMT

Hello everyone, so I've been trying to climb the OU ladder and so far I've only peaked top 400 in ORAS OU... I'm currently sitting at 1448 elo in OU with this team so i'm feeling it just needs some tuning up. I decided to build my team around mega pinsir since it's such a powerful threat in OU. Anyways here's the team.

Mega-Pinsir.jpg

Pinsir @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Earthquake
- Quick Attack

So here's the core of my team, what everything was built around, this monster called mega pinsir. This is really just a basic mega pinsir set but i didn't feel i needed to change anything since it get's the job done. Usually i save him as a late game sweeper where he just dominates all low health targets. Once pinsir get's a swords dance up it's usually gg.


Mamoswine%2B3.gif


Mamoswine @ Focus Sash
Ability: Oblivious
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Ice Shard
- Earthquake

Alright so mamo was the next pokemon i stuck on this team, a suicide SR user. This mamo has more uses then just stealth rock though, if i use it right i can use endeavor to get a pokemon down to 1% then bring in pinsir for the quick attack to get a free moxie boost. This strategy has helped me win a bunch of games.

380.png


Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

I mainly just brought in latias as it fits in nicely to any team and works well. He's also a great help in dealing with pesky fighting types that my team really doesn't appreciate dealing with. Defog was also something I was in need of and so latias helped kill two birds with one stone, really a great asset for this team.

462.png


Magnezone @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Ah yes magnezone one of my favorite pokemon in OU, he hits hard and has some surprising bulk i really love this guy. Magnezone paired with azumarill has also been a great combo I've found, as i would knock off the shed shell of a ferro or skarmory and then they would predict the magnezone switch and bring in dugtrio when i could just get the kill with azumarill. Plus once I knock out the opponents earthquake user magnezone can hit like a truck with thunderbolts.

250px-184Azumarill.png


Azumarill @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

Azumarill, what a change it saw this generation, it's just so good now it's incredible. Azumarill is great with an assault vest as it has a good amount of bulk yet still hit's hard with huge power. I really need this guy on my team for yet another fighting resist as that is my biggest weakness of this team. Originally this was a banded crawdaunt but I just found azumarill much more useful for this team.

bisharp_by_xous54-d3grmb2.png


Bisharp @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Finally we have bisharp on this team, bisharp to me is one of the best pokemon in OU it hit's hard and defiant is such a useful ability to have, if you switch in to gengar and he get's the lucky shadow special defense drop bisharp become a powerhouse just as an example. I personally like black glasses on bisharp opposed to life orb as the recoil really adds up in the end, plus i rarely find myself using iron head expect for azumarill and clefable.


Well that's the team everyone thanks for reading it hope to hear some comments on how to improve this team, other then my poor battling skills haha.
 
Standard team, not much to say about it, your pinsir should be running 4 Def evs over HP for stealth rock damage, So it can switch in one more time into rocks in a pinch, assuming it's already mega. Also close combat > earthquake. Pinsir requires close combat in the current metagame, Fighting/flying provides much better coverage than flying ground. Not only that, it allows Pinsir to hit Skarmory harder, +2 252 Atk Mega Pinsir Close Combat vs. 252 HP / 252+ Def Skarmory: 170-200 (50.8 - 59.8%) -- 89.1% chance to 2HKO after Leftovers recovery. After rocks thats a garenuteed 2hko, so a weakened skarmory won't want to switch into that. Also Close combat 1hko's all variants of tyranitar 252 Atk Mega Pinsir Close Combat vs. 248 HP / 252+ Def Tyranitar: 404-476 (100.2 - 118.1%) -- guaranteed OHKO which earthquake is unable of doing so, along with balloon excadrill which Earthquake can not hit, and finally at +2 it allows you to 1hko Ferrothorn safely due to super effective damage +2 252 Atk Mega Pinsir Close Combat vs. 252 HP / 88+ Def Ferrothorn: 400-472 (113.6 - 134%) -- guaranteed OHKO, whether as +2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 88+ Def Ferrothorn: 331-391 (94 - 111%) -- 62.5% chance to OHKO. also theres a chance Ferrothorn might run max defense, especially lower down the ladder. earthquake was really only used for aegislash. all of EQ's targets are also handled by close combat, therefore i suggest you make this change.

Another issue with your team, your team is weak to Charizard-X and Bird spam such as talonflame. Infact if you lose Azumarrill you don't really have many answers to talonflame, Besides a bisharp sucker punch, but that can cause mind games and may not 1hko talonflame either and will be 1hko'd in return by flare blitz. so Im suggesting you to change your Mamoswine to a Rhypherior with the following set.

Rhyperior (M) @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Roar

With this set you also have a solid physical wall with a great ability known as solid rock, This specific EV spread allows you to survive +4 attack Charizard Earthquake, but unrealistically, it won't be getting that high, Unlike Mamoswine, Rhypherior is more a defensive hazard setter and allows it last as long as possible through out the game. It laughs at any opposing talonflame completely walling it. the 44 attack evs always 1hko Standard Charizard-X with Earthquake 100% of the time. Roar is for phazing anything else that tries to use it as setup bait or any setup sweeper rhyperior can't effectivily deal with. Endeavor mamoswine is beaten priority and isn't really that reliable, so Having a solid check to both charizard-x and talonflame will be a great addition to your team.


Pinsir @ Pinsirite
Ability: Moxie
Shiny: Yes
EVs: 4 def / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Nice team, I hope you take my changes into consideration.

100th post, tagging Darnell cause he's a total boss
 
thanks for the comment I changed that close combat on pinsir i didn't realize it was that good over eq, also i'm testing the rhyperior change so thanks again for that.
 
Hello there, welcome to smogon!
Your team is pretty cool, featuring the common pinsir + mag core. I would also recommend running hyper cutter over moxie, because moxie is too gimmicky, and hyper cutter allows you to beat lando-t 1v1 if it tries to switch in on you while you swords dance. I would also retain earthquake over close combat, because the only thing that close combat is used to hit is to hit skarmory neutrally, but since you already have magnezone, I think it's a bit redundant. Magnezone also traps ferrothorn, which close combat is used for, and you have plenty of ways of taking out balloon excadrill and tyranitar. A suicide stealth rocker like mamoswine is not a very good idea with a defogger on your team, because it gets rid of your own hazards. I would probably recommend lando-t over mamoswine as it works as a great SR setter and an offensive check to birdspam. SpecsMagnezone used to beat magnezone's flagship set last generation, but sadly its falling out of usage due to magnezone's poor speed and it's often revenge killed. I would recommend choice scarf magnezone instead, because it works as a decent scarfer even though it's a bit too slow. If you are going to use black glasses bisharp, you should run pursuit over swords dance, because then you can take advantage of black glasses more. Or you could change his item to life orb, but you mentioned you don't like the recoil, so that's fine. Everything else looks pretty good, so here are the sets for the pokemon I mentioned:

645_therian.gif

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide/Stone Edge/U-turn
- Knock Off

Works as a solid answer to most physical attackers and is a great offensive check to birdspam teams.

462.gif

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Scarf Magnezone also helps check birdspam even more, it works as a decent revenge killer and can trap steels that counter mega pinsir.
This is a well crafted team and it's a great cookie cutter HO mega pinsir + magnezone team, and I think it has great potential. Good luck!
 
Hey Turtle, pretty solid squad you got. Gonna agree with what Cranham said about changing EQ on Pinsir for CC. He pretty much hit all the main points except for the fact that CC allows Pinsir to hit Rotom Wash much harder as well, which otherwise hard checks EQ variants of Pinsir.

My first suggestion for you is to change Latias ---> Latios. The main reason for the use of Latias is the move Healing Wish which allows you to essentially bring back any mon on your team at the cost of the Latias, but I noticed that you do not have it on your moveset so the addition of Latios to your team will allow you to have a much more offensive presence while still performing the same role as Latias.

My next suggestion to the table is similar to firehusky's above, however I'm gonna suggest Scarf Magneton > Magnezone. I noticed that your team doesn't seem to have much speed, with the fastest mon being Latias which is outsped by a decent portion of the meta so Magneton's base 70 speed will be much more helpful than Magnezone's base 60 speed. Scarf Magneton is a great mon in the current meta, performing a very similar role to Magnezone in a bird check and trapper at the cost of a bit of power and bulk while outspeeding threats such as Greninja, Scarf Ttar, and Starmie, all of which Scarf Magnezone fails to ouspeed. Yes, you do have initial checks to all of the above listed mons, mostly in Azumarill, however Azumarill is easily wittled by other members of opposing teams and a secondary check is always good to have.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Drago Meteor
- Psyshock
- Roost
- Defog

I don't think you listed a specific reason for having Tbolt, so I just put roost there, but that can be swapped for another move.
So yeah, that's it haha, hope i helped :]
 
Yo turtle nice team. I agree with cranham on the rypherior lead over mamoswine as it can tank a lot and packs quite a punch. With solid rick you can tank most super effective hits and reply with your attacks. And CC always is better than eq because your biggest problem against mega pinsir is rotom w which is unaffected by eq. Imo scarf magnezone is good enough and with magnet pull it takes care of scizor and ferrothorn. Switching latios for latias as suggested by hairy toenail is a good idea and roost will help you span more and nullify the life orb health loss. Imo life orb>black glasses as it gives even iron head that extra power.

Hope I helped glhf playing :D
 
I would also retain earthquake over close combat, because the only thing that close combat is used to hit is to hit skarmory neutrally, but since you already have magnezone, I think it's a bit redundant. Magnezone also traps ferrothorn, which close combat is used for, and you have plenty of ways of taking out balloon excadrill and tyranitar.
Close Combat also hits Mega Aerodactyl on the switch, and allows you to beats Rotom-W as well. The only things that Earthquake hits that CC doesn't is Doublade and Aegi. Rotom-W is a much more common switch-in than Doublade, so why would you run EQ over CC exactly? What does Earthquake hit that CC doesn't outside of Doublade?
 
Mega Aerodactyl is basically the only thing that Close Combat hits. Mega aerodactyl is easily taken care of by azumarill's aqua jet, unless it's running earthquake, magnezone also beats it. At +2 close combat and return both 2HKO rotom-w so I don't really understand why you would want to lower your stats and make yourself more prone to revenge killing. Earthquake does not hit anything that close combat doesn't already hits, it's just that you have magnezone to take care of aerodactyl, ferrothorn, and skarmory - mons that close combat is used to hit. Of course you can hit extra things with close combat like balloon excadrill and balloon heatran. For example, if the opponent had a tyranitar, heatran and azumarill, and mega pinsir was at +2, it would use close combat on heatran and then tyranitar, but then it would be revenge killed by azumarill. So I personally think the ability to completely sweep a team at +2 is better than the ability to take out a few mons and then be forced to switch out after getting to +2. Both CC and earthquake are completely viable, but imo earthquake is a little bit better.
 
TBH most skarm and Ferros are running shed shell so magnezone is kinda useless in that aspect. So CC would be better than EQ in that regard, assuming you don't knock it off.
 
Shed shell ferrothorn? Are you serious lol
Skarm sometimes runs shed shell, but honestly, there's no way around that, unless you are jukain and you're running around with knock off mega pinsir which imo isn't viable at all.
 
Alright so i took all your comments and suggestions into consideration and so far have come up with this new team which has been doing much better for me

Pinsir @ Pinsirite
Ability: Hyper Cutter
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

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

Magneton @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Azumarill @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall

Bisharp @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Landorus-Therian @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
 
Back
Top