NOTE: My RMT is apparently "too long to post", so I split it up into 2 separate posts.
EDIT: I read Harsha's pinned post about posting in-depth guides. Apparently people had been posting short guides and inappropriately throwing the "in-depth" title in them. And now, guides cannot be posted anymore. That's really sad imo, for people who genuinely want to help out the community. Having put more than a whole week's effort into making this particular RMT, idk how I feel about this. We're a community, helping and sharing should be encouraged, not dissuaded. I dedicated a post below to express my thoughts about this, feel free to read it.
A huge thank you to RMT Co-Leader Jirachee for posting a message on the original post. You can now post guides upon approval!
"Wassup MegaVenu Heatran core?"
Introduction:
With a crippling x4 weakness to Stealth Rock, Mega Pinsir has always failed to obtain a spot on most of my OU teams. The pressure to constantly keep hazards off my side of the field is too much for me, and I always end up using Mega Mawile as my mega of choice. It is not until Mega Venusaur becomes too much of a hassle to take down that I finally resorted to using Mega Pinsir; and that's when I truly experienced the sheer power that Mega Pinsir has to offer.
With a new favorite mega under my belt, I began building teams after teams based around Mega Pinsir, and eventually laddered all the way to top 11 in OU (1900+ rating) on my totallynotme alt.
The ability to click Return / Frustration and watch something die is so satisfying, and I'm here to share the love of Mega Pinsir with everyone. These are my personal guidelines to building a team around Mega Pinsir, and hopefully y'all will benefit from this post :]
Teambuilding (Balanced Offense):
Mega Pinsir works extremely well on 2 kinds of teams - Hyper Offense and Balanced Offense. I've always been a fan of balanced offense, and so I'll touch on that first. Mega Pinsir fulfills 2 primary roles on balanced offensive teams; a physical wallbreaker early game, and a sweeper late game. There are other roles to be fulfilled by its team mates to fully utilise mega pinsir, and here are those key members:
Explanation:
This is the team that I've used the most while laddering in OU. This is the final product of constant polishing and replacing, until I finally made a team that I feel extremely comfortable using. The basis of this team is basically what is written in the above guidelines. MPinsir is the main man, being the physical wallbreaker and setup sweeper of the team. Keldeo is my special wallbreaker, Latias is my Defogger of choice, and this team also features the extremely reliable ClefTran wallcore. Landorus-Therian is the final member, functioning as the choice scarfer and momentum-gainer of the team.
Usually, Pinsir comes in, clicks Frustration, and something will get knocked out. There are obvious counters and checks to Mega Pinsir, with Zapdos, Rotom-W and Skarmory being the best ones. I run Mold Breaker instead of Moxie specifically for Rotom-W switch ins. A Mold Breaker regular Earthquake does around 50+ percent to physically defensive Rotom-W, a solid 2HKO. Frustration is used over Return for Dittos. Dittos on showdown have max (255) happiness by default. Because of that, their Frustration will literally do only 1 damage, so this team only needs to have a reliable switch-in to Quick Attack (in Heatran). Mega Pinsir is also my answer to Mega Heracross, a very underrated pokemon and a huge threat if not handled properly. Lasty, Mega Pinsir is my priority user on the team with its STAB Aerialate Quick Attacks.
Clefable
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 236 HP / 232 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
Initially, I had a scarfed Magnezone over Clefable on this slot (you can read up on Magnezone under the "Honorable Mentions" section further below), but after further testing, I replaced Zone with Clefable. Clefable is basically the missing puzzle piece, as not only does it form a solid core with Heatran, it also helps the team better handle Conkeldurr, Dragonite, Kyurem-Black, Mega Gyarados, Mega Medicham, Thundurus and Greninja (Clefable walls both Thundurus and Greninja after one CM), all of which I had problems facing before. On top of that, Clefable synergizes perfectly with my offensive core (Keldeo + Mega Pinsir). Mega Pinsir takes care of threats like Mega Venusaur, whereas Keldeo checks stuff like Scizor, Excadrill, Mega Mawile (note that a check isn't a counter) and Bisharp, all of which are Clefable's best answers. With all these threats taken care of by my offensive core, CM Clefable usually finds itself sweeping through a weakened team. Clefable is also my status sponge for the team as with its ability Magic Guard, it is mostly unaffected by status. Lastly, Clefable is there to prevent Outrage-Spam, and is a really reliable dragon check.
Landorus-T
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide
Landorus-T fulfills quite a few roles on this team. Firstly, it is the team's choice scarfer and revenge killer. If the opponent fails to see a choice scarf coming, Landorus will usually be able to net a few surprise kills on mons like Greninja and the Lati Twins. Obviously on the high ladder this will rarely happen; good players can easily tell that Lando is pretty much the only potential scarfer on the team aside Keldeo, and that Keldeo is usually Choice Specs. Regardless, it still makes for a good revenge killer and momentum gainer. Landorus-T is also the team's way of dealing with Mega Charizard X. If an opponent sends a Charizard into Heatran, I'd almost always go out into my Landorus-T on the following turn. Its pretty obvious at that point that his Charizard is either packing EQ (Char X) or Focus Blast (Char Y) to hit Heatran with, and Landorus-T can take both, making it a great partner alongside Heatran. Scarf Rock Slide can then OHKO Char Y, whereas EQ takes care of Char X. Rock Slide is used over Stone Edge for the higher accuracy, since Rock Slide OHKOs MPinsir, Talonflame, Char Y and Thundurus (after rocks) anyway, so I'd really appreciate the higher accuracy. Lastly, Landorus-T is a pseudo physical wall of the team, handling common physical threats like Terrakion, Mawile and Garchomp.
Keldeo
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
- Swords Dance
Say hello to the second half of the offensive core. Keldeo + Mega Pinsir works wonders together, as Keldeo handles physical walls like Gliscor / Landorus-T / Skarmory with ease, whereas Mega Pinsir takes care of bulky grass mons like Mega Venusaur and Amoonguss for Keldeo. With Clefable, the entire offensive core becomes extremely solid, as Clefable takes care of the Lati twins for both Keldeo and MPinsir. Keldeo is the special powerhouse for the team, and mostly, I just click Scald and get off a huge specs hit on anything on the opposing team. Hydro Pump is Keldeo's secondary water STAB as it could nail OHKOs that Scald otherwise couldn't (Mawile, Charizard X, Manectric, Mega Medicham, Etc). With a Defogger (in Latias) on the squad, Keldeo is also the fighting type to check opposing Bisharps that like to come in on Latias. Because of Keldeo's fighting typing, it is also a Mega Mawile check, since Mawile fails to OHKO Keldeo with a +2 resisted Sucker Punch whereas Keldeo could OHKO back with a specs Hydro. The last moveslot is Hp Electric. Hp Flying is not needed, since Pinsir helps to handle Mega Venusaur anyway. Clefable on the other hand handles the Lati Twins, so Icy Wind is not needed as well. Hp Electric is the optimal option, since it gets off a huge hit on Azumarill and Gyarados. BellyJet Azumarill can be handled by a combination of Hp Electric + Pinsir's Quick Attack. Read up on the "Threats List" section below for more details.
Heatran
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
Heatran is my special wall of the team, and it pairs up extremely well with Clefable to form a solid core. To be honest, Fairy + Steel will always make a good core due to their type coverages, so this is to be expected. However the other members play a part in completing the defensive synergy too. Heatran + Clefable + Landorus-T + Latias essentially handles every threat in the entire metagame (Latias takes care of special threats that Heatran cannot handle like Rotom-W, Landorus-T takes care of physical threats that Clefable cannot handle like Mawile and Charizard X, and the the ClefTran core handles everything else). It is an extremely solid defensive group, and it is backed up with an excellent offensive core too. Anyways, Heatran is there to sponge Shadow Balls from the likes of Aegislash, set up hazards, and it is also the Talonflame counter of the team. Heatran is also the only pokemon on the squad with a status move (Toxic) so it is also a pseudo stallbreaker for the team. Lastly, Heatran is the only member on the team that could OHKO Ferrothorn, so it is the Ferrothorn killer of the team to aid Mega Pinsir in sweeping.
Utility Latias
Latias @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Trick
- Draco Meteor
After weeks of experimenting, polishing and messing around with the team, I ended up coming up with the Latias set above. It is a mono-attacking utility Latias, and I'd have to say; I'm extremely proud of this set. The amount of roles that this one Pokemon fulfills is insane, as it can function as an offensive powerhouse, a utility aid and also as a pseudo cleric. The main concept behind this set is for Latias to be as useful as possible. Whenever I am using a Specs Latios, I found out that Draco Meteor is the move that I was using the most, and that's when it struck me; a mono attacking specs set can in fact be viable. So out came this Latias, a hard hitting mono attacker, a Trick crippler, a Defogger, and also a pseudo cleric (in Healing Wish). Early game, Latias is a secondary special powerhouse, as it'd be dropping specs Dracos all over the opponent's team. If I was stuck in a sticky situation like being set-up on by a CM Clefable, I'd send Latias in to Trick it a choice specs and essentially crippling it. If a team mate is low on HP and Latias is no longer needed, I'd pass a healing wish over, and this is extremely useful seeing as how MPinsir is x4 weak to rocks and will be worn down really easily. Most importantly, Latias is the Defogger of the team, aiding MPinsir in removing hazards. Latias is an excellent lead too, as it could easily Trick lead Deoxys-Defense with a Choice Specs, and Defog away the rocks straight after. Smeargle and lead Brelooms are victims of this too. Lastly, Latias is also the team's switch-in to Keldeo, Charizard Y and Rotom-W, so Latias is undoubtedly the most crucial member on the squad.
Greninja
Unless you've the pink blobs or Sylveon on deck, Greninja will always be a problem with its excellent speed, coverage, and the ability Protean; even Ferrothorns aren't safe from a potential Hp Fire. A healthy Clefable is the way to deal with Greninja on this team, and also scarf Landorus-T makes for a good check. MPinsir at +2 OHKOs Greninja guaranteed after one Life Orb hit, and you can simply Swords Dance w/o mega evolving (to take a neutral Ice Beam and force LO recoil) and kill with Quick Attack after. Do note that Clefable after a CM basically walls Greninja. Even though you've answers to Greninja, you don't really have a reliable switch-in, so it is still a threat to watch out for.
Opposing Mega Pinsir
Two Pokemon on this team deals with Pinsir; Scarf Lando and Latias. Latias can take a +2 Quick Attack and OHKO back with a specs Draco, while Landorus-T makes for an excellent check with Rock Slide + Intimidate. However, let your Latias and Landorus-T get weakened and you'd be in deep trouble. Remember to always keep them both healthy when you see an opposing MPinsir.
BellyJet Azumarill
Keldeo's HP Electric + MPinsir's Quick Attack takes care of a +6 Azumarill. However that'd mean that you'd have to choose either one to sack. Losing one mon from your offensive core can be really annoying, so BellyJet Azumarill is one big threat to this team. Another option is to simply Trick it a Choice Specs with Latias and lock it into BellyDrum, that way you'd have a way easier time dealing with it.
Life Orb Mamowsine
Even though LO Mamoswine is not as common as back in 5th Gen, it can really take a toll on this team with it's deadly dual STAB combination. If you recklessly play around Mamoswine, this single pokemon could easily cost you the game. There are a few ways to deal with Mamo on this team. Keldeo makes for an excellent check, resisting Ice Shard and has the ability to OHKO back with Hydro, Scald or Secret Sword, making it the team's most reliable answer to Mamo. Getting a free switch-in can be done by predicting an Ice move from Mamo and switching into Keldy. Latias can also take a super effective Ice Shard and OHKO back with a specs Draco, whereas Clefable is once again so bulky that it won't die off to a Life Orb EQ from even an Adamant max attack Mamo. Although most Mamos nowadays are lead SR variants and can be taken care of really early with Keldeo, you still have to watch out for the occasional Life Orb Mamoswine.
Weakness Policy Dragonite
Clefable is the answer to Dragonite, but Weakness Policy can easily turn DNite into a big problem. Surprisingly, Clefable is just so bulky that even a +4 EQ from an Adamant Max Attack DNite fails to OHKO, so you're basically guaranteed 2 Moonblast hits. However if Clefable gets weakened, your only other option is to play Intimidate games with Landorus-T to beat DNite.
Mega Medicham
My name is no Switch-Ins! And yeap. Basically, there are no reliable switch-ins in OU to Mega Medicham aside Aegislash (barring Fire Punch). Clefable and Landorus-T are the only 2 answers to Mega Medi on the team, but Clefable will still take a ton from Zen Headbutt / Psycho Cut and Landorus-T gets straight up OHKOed by an Ice Punch. Be weary of Mega Medicham, it is undoubtedly a huge threat.
Baton Pass
Mega Pinsir is a huge threat to BP teams simply because it deals with Scolipede. You also have a Trick Latias on deck to deal with BP.... However, BP is still a huge problem, even after the nerf. No real explanation is needed actually, Bp is simply broken. Bp definitely needs to be nerfed further imo (limiting to max 2 would be the ideal solution), and I'm definitely not going to run some Haze gimmick on this team to deal with Bp. So, be careful.
Baton Pass has now been officially nerfed to only 1 per team! BP was limiting teambuilding to such a huge extent before, with people running stuff like Haze Greninja specifically for BP teams, so I'm glad that it's finally gone. With such a broken play style out of the competitive scene, we'll hopefully see more competitive teams on the high ladder, and also more variety. Most importantly, this team will thrive even better with the loss of BP.
NOTE: The export below is a variant of the above team for the Aegi suspect ladder. With Aegi gone, Heatran is no longer needed. I've modified the team and added Scarf Zone (to better deal with Fly-Spam and for trapping Skarm). If Aegi gets the boot, I'll make a detailed RMT of this team variant :]
EDIT: I read Harsha's pinned post about posting in-depth guides. Apparently people had been posting short guides and inappropriately throwing the "in-depth" title in them. And now, guides cannot be posted anymore. That's really sad imo, for people who genuinely want to help out the community. Having put more than a whole week's effort into making this particular RMT, idk how I feel about this. We're a community, helping and sharing should be encouraged, not dissuaded. I dedicated a post below to express my thoughts about this, feel free to read it.
A huge thank you to RMT Co-Leader Jirachee for posting a message on the original post. You can now post guides upon approval!
Teambuilding - Mega Pinsir

"Wassup MegaVenu Heatran core?"
With a crippling x4 weakness to Stealth Rock, Mega Pinsir has always failed to obtain a spot on most of my OU teams. The pressure to constantly keep hazards off my side of the field is too much for me, and I always end up using Mega Mawile as my mega of choice. It is not until Mega Venusaur becomes too much of a hassle to take down that I finally resorted to using Mega Pinsir; and that's when I truly experienced the sheer power that Mega Pinsir has to offer.
With a new favorite mega under my belt, I began building teams after teams based around Mega Pinsir, and eventually laddered all the way to top 11 in OU (1900+ rating) on my totallynotme alt.

The ability to click Return / Frustration and watch something die is so satisfying, and I'm here to share the love of Mega Pinsir with everyone. These are my personal guidelines to building a team around Mega Pinsir, and hopefully y'all will benefit from this post :]
Teambuilding (Balanced Offense):
Mega Pinsir works extremely well on 2 kinds of teams - Hyper Offense and Balanced Offense. I've always been a fan of balanced offense, and so I'll touch on that first. Mega Pinsir fulfills 2 primary roles on balanced offensive teams; a physical wallbreaker early game, and a sweeper late game. There are other roles to be fulfilled by its team mates to fully utilise mega pinsir, and here are those key members:
- Slot 1: The Main Member
- Slot 2: Special Wallbreaker
A special wallbreaker / hard hitter is extremely important on any MPinsir teams. MPinsir basically covers the physical powerhouse for the team, and a special wallbreaker is needed to take care of physically bulky mons that would otherwise give MPinsir troubles. Here are some options:
Keldeo actually works exceptionally well alongside Mega Pinsir, making for a really synergized offensive core. Keldeo can easily OHKO Landorus-T, Gliscor, Skarmory and any physical boundaries that MPinsir might have trouble facing. Aside that, Keldeo alone stands out as an excellent wallbreaker. With Keldeo beating SkarmBliss and MPinsir beating VenuTran, defensive cores would have a hard time against your solid offensive core, making Keldeo a great candidate for this role.
Like Keldeo, the SkarmBliss core simply cowers in the face of a mixed Thundurus with Superpower. Similarly, this will provide great synergy with Mega Pinsir as Pinsir can easily get rid of the VenuTran core for Thundurus. Thundurus also has a really great asset in priority Thunder Wave, providing crucial aid for MPinsir (crippling fast mons like Greninja, Lati@s, Etc). Thundurus also acts as a set-up insurance with TWave crippling, so it will definitely be an invaluable player to the team.
Note: If you choose not to use Thundy however, there are still ways to deal with offensive set up mons. Read "Slot X - Setup Insurance" further below for more details.
Possibly one of my personal favorite mons to pair with Mega Pinsir. With both Psyshock and Hydro/Scald, Starmie targets both sides of the defensive spectrum, and a specs Analytic hit is definitely nothing to be scoffed at. The reason why I love Starmie is the fact that it also provides Rapid Spin support for MPinsir, and the ability to Trick and make something potential setup fodder for Mega Pinsir is simply amazing. Even though Starmie has fallen in the face of Greninja this gen, its access to Rapid Spin and the ability to Trick cripple makes Starmie a superior option for a MPinsir team mate.
Latios has always been such an excellent offensive pokemon since the day it made the competitive scene, to the point where it was sent to Ubers in the 3rd and 4th generations. However, with Latios back in OU now, it can be used to couple with MPinsir to form a deadly offensive core. Synergy wise, its really self explanatory. A really hard hitting special attacker + a really hard hitting physical attacker, and that's basically it. Similarly to Starmie, the ability to Trick and make an opposing pokemon potential set up fodder for MPinsir is really beneficial, and Defog can also be used (sacrificing a coverage move) to act as a secondary hazards remover. Overall, Latios is an excellent team mate alongside MPinsir with it's great offensive presence. - Slot 3: Defogger or Rapid Spinner
Needless to say, since our main member is x4 weak to rocks, a Defogger or Rapid Spinner is needed to get rid of them. A Defogger is generally better since it removes hazards more reliably, but that'd also mean that you'd remove your own hazards as well. Nonetheless, you still need a pokemon to control the hazards on the field, and here are some options:
The Lati twins might arguably be the best defoggers to couple with Mega Pinsir. Their ability to deal with Rotom-W (one of MPinsir's most reliable counters) is invaluable, and the fact that Latios can double as a secondary special wallbreaker alongside MPinsir while Latias can act as a pseudo-healer (Healing Wish) make them that much more suited for the role as a Defogger alongside MPinsir. Both can also run a Trick Specs set to make an opposing pokemon potential set-up fodder for Mega Pinsir, and they're both really reliable Defoggers in general (free Defogs on threats like Keldeo, Char Y, Rotom-W, Mega Venusaur, Etc.)
Excadrill in general is just a great option, as it is undoubtedly the best Rapid Spinner in the current metagame. Mold Breaker + EQ takes care of Rotom-W for MPinsir. If you're running a scarfed set, Excadrill also checks Talonflame, another one of MPinsir's good checks. Scarf Drill can also check Thundurus with Rock Slide, and the ability to spam scarf Mold Breaker Earthquakes to dent teams is also invaluable to aid MPinsir in pulling off a late-game sweep.
Ahh the good'ol Zapdos. Zapdos partners exceptionally well with MPinsir due to its ability to handle Skarmory with ease. Zapdos basically switches into Skarm for free, and has the ability to defog away any forms of hazards that Skarm might be setting up, making it an extremely reliable rocks remover against an opposing Skarmory. With Skarmory being one of MPinsir's hardest counters, Zapdos is undoubtedly one of the best candidate for this role.
Skamory is also another great Defogger alongside Mega Pinsir as it can control hazards all on its own with both Stealth Rocks and Defog under its belt. Skarmory is also, like mentioned before, MPinsir's best counter. That'd mean that you can easily switch Skarm into an opposing Ditto that might happen to copy your MPinsir. You can feel at ease when setting up with your own MPinsir, as Skarm can still easily handle MPinsir even at +4 Attack.
I've already said this before; Starmie is extremely underrated when used as a Mega Pinsir team mate. Greninja has always been the superior option, dropping Starmie down to UU. However Starmie has the ability to Trick Cripple (aiding MPinsir in setting up) and also has access to the invaluable Rapid Spin, so Starmie is a better MPinsir team mate overall. Lastly, Starmie has the ability to get off a huge hit with an Analytic Specs Psyshock on special walls that likes to come in on it (like Sylveon, Blissey, Etc), which Greninja fails to do so. Definitely try out TrickSpecs Analytic Starmie, I promise that it will not disappoint. - Slot 4: Fighting Type
With a Defogger comes the deadly Bisharp to readily get a free +2 with Defiant. Because of that, you always need to pack a reliable fighting type on the team to check Bisharp. A fighting type also ensures that you've a reliable answer to the pink blobs and Tyranitar (which is really important to check especially if you're using the Lati twins as your Defogger). This Fighting type should either be faster than Bisharp and can take a +2 Sucker Punch, or a Fighting type that has Mach Punch as a priority move. Some options include:
Resisting both of Bisharp's STAB moves, Keldeo can arguably be considered a Bisharp counter. Keldeo is also one of the only special attackers in the meta that has absolutely no troubles with the pink blobs, making Keldeo an excellent wallbreaker outside of a Bisharp check. Overall Keldeo, like mentioned before, has great offensive synergy with MPinsir and is one of the best Fighting types in OU to fill this role as a Bisharp check.
Conkeldurr is also another great option to be the Bisharp check for the team. With its priority Mach Punch, Bisharp is basically forced to use Sucker Punch, and Conkeldurr can easily take that even at +2. With an Assault Vest equipped, Conkeldurr becomes even better as a MPinsir team mate due to its ability to handle Rotom-W. With Guts, Conkeldurr can also act as a status-absorber for the team; it can easily come in on any potential Will-O-Wisp, Scald and Lava Plume, making it a great status sponge for any opposing mons that are trying to get a status on Mega Pinsir.
Breloom is just so frail that a +2 Life Orb Sucker Punch from Bisharp has a chance to kill Breloom after rocks, even though its resisted. Because of that, you cannot afford to lose a speed tie against an Adamant max speed Bisharp when trying to kill it with a Mach Punch, so running Jolly is the preferred option. Jolly is overall generally better on Breloom anyways, as it allows Breloom to outspeed stuff like Adamant Dragonite and Adamant Mamoswine, allowing it to spore the former and kill the latter with Bullet Seed (even through Sash). Breloom not only acts as a Bisharp check, but a Rotom-W check as well, making it a good team mate alongside MPinsir.+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 0 HP / 0 Def Breloom: 218-257 (83.5 - 98.4%)
-- 29.5% chance to OHKO after Stealth Rock
-- 56.4% chance to OHKO after Life Orb - Slot 5: Bulky Flying Resist
A flying resist is an absolute must on any Mega Pinsir teams, especially with Talonflame (one of MPinsir's best checks) running rampant in the current metagame. A flying resist allows a reliable answer to Talon, as well as a reliable switch-in to a Ditto's Quick Attack. With a flying resist, you do not need to worry about opposing Dittos and can set up as you wish, as even a +4 Quick Attack will not be enough to 2HKO common flying resistant mons like Zapdos and Heatran. Some options include:
Heatran functions excellently as a bulky flying resistant for a MPinsir team, especially with its useful typing. Talonflame gets completely shut down by Heatran, and Heatran also takes on Zapdos really well. It could easily win a Defog / Stealth Rock war with Zapdos and the Lati twins (barring Surf / EQ Latios) by utilizing Toxic, making it a really reliable hazard setter. Lastly, it deals with Skarmory, handling yet another reliable counter to MPinsir.
Zapdos is also an excellent flying resist alongside MPinsir. Its ability to provide Defog support is invaluable, but like mentioned before, the main attraction of Zapdos is it's ability to handle Skarmory exceptionally well. Skarmory is basically a free switch-in for Zapdos, and it can Defog all the hazards set up by Skarm away afterwards. The ability to put pressure on Skarm and keep hazards clear on the field makes Zapdos an excellent candidate for a MPinsir team.
Rotom-W acts as an extremely reliable counter to Talonflame and Mega Pinsir, making it one of the best bulky flying resist available. Alongside MPinsir, Rotom-W acts as an insurance to oppposing Dittos, as it can easily sponge any Quick Attacks. Gaining momentum is also really important, as it can give MPinsir free switch-ins. The most enticing part about Rotom-W is simply the synergy between him and MPinsir. Rotom-W easily baits in bulky grass mons like Mega Venusaur, which you can then volt switch into MPinsir to deal with it. Other mons that Rotom-W baits in are stuff like AV Conk, which MPinsir also easily handles. - Slot 6: Electric Immunity
Electric immunity is important to stop volt switches and stop momentum gaining on your opponent's end. However in this case, it is used for another crucial role on the team. Thundurus is a main concern for Mega Pinsir, and a fast electric immunity with a super effective attack (like Stone Edge) can easily check Thundurus, due to an immunity to its priority Thunder Wave. The electric immunity role is fulfilled by either a bulky ground type that could take on Thundurus / Zapdos, or a fast Ground type that also functions as the team's choice scarfer. Examples:
Garchomp works well with MPinsir for many reasons. It checks choice scarf Tyranitar (MPinsir's check) and DD Tyranitar at +1 Speed, potentially getting rid of 2 barriers for Pinsir. With its ability Rough Skin, you can also wreck up a lot of recoil on Talonflame, and getting rid of Talon opens up a huge passageway for MPinsir. With an access to a 120 base power Outrage, Garchomp could also help dent teams for MPinsir by spamming scarfed Outrages, which will greatly aid MPinsir in pulling off a late-game sweep. And lastly, Fire Blast can be used to surprise Skarmory and Ferrothorn, weakening them to the point where MPinsir can easily come in and revenge kill.
Scarf Landorus-T has always been one of my favorite mons to use since Pokebank was released. In early XY OU, Char X was just so hard to deal with, and that's when I found out that Landorus-T is a great Char X check. Seeing as how most Char X run Adamant, Landorus-T can easily pick them off with a faster Scarf Earthquake even at +1 Speed. With Intimidate + U-Turn, Landorus can weaken the attacks of opposing mons, making them easy targets for MPinsir to set up on. Scarf Landorus also helps to check Greninja, an otherwise really annoying pokemon to deal with. If your opponent does not see the Scarf coming, Knock Off can be used to net surprise kills on the Lati twins, clearing up yet another obstacle for MPinsir.
Scarfed Excadrill will always be a good option on any kinds of teams; its just good in general. Even though Choice Scarf + Rapid Spin might sound weird, the extra speed can allow Excadrill to get the jump on threats like Gengar, the Lati twins, Mega Pinsir, Talonflame and Adamant Char X at +1 speed. The ability to provide Rapid Spin support and check Talonflame is enough to allow Excadrill to get the job for this role, but on top of all of that, the ability to once again, spam Mold Breaker EQs to dent teams is also a huge plus for Exca. In general, Excadrill is just a great utility mon and revenge killer. - Slot X: Additional Roles
To fulfill every role that a balanced offensive MPinsir team needs, it is virtually impossible (and unwise) to have one Pokemon to fulfill only one role. Hence 2 or more roles needs to be fulfilled by one Pokemon.
Rotom-W Check: Even though I'd always run Mold Breaker Pinsir to hit Rotom-W on switch in, a more reliable check to Rotom-W is needed. This role can be fulfilled by one of the 5 members on the team (not counting MPinsir). Examples:
Roles: Defogger + Rotom-W Check
Roles: Fighting Type Bisharp / TTar Check + Rotom-W Check
Stealth Rock Setter: Rocks are important despite having a potential Defogger on the team. It breaks potential Sashes (Eg. Breloom) and can turn 2HKOs into OHKOs. This role is again, to be fulfilled by one of the 5 members of the team. Examples:
+2 252 Atk Aerilate Mega Pinsir Quick Attack vs. 4 HP / 0 Def Greninja: 270-318 (94.4 - 111.1%) -- Guaranteed OHKO after Stealth Rock
Roles: Flying Resist (Talon Check) + Rocks Setter
Roles: Electric Immunity (Thundurus Check) + Rocks Setter
Reliable Defensive Core: We already have a reliable offensive core in Mega Pinsir + a special wallbreaker. We now need a reliable defensive core to cater for a more balanced team. This is to be fulfilled by 2 or more members of the team. Examples:
Roles: Wallcore (Zapdos+Heatran), Defog (Zapdos), Flying Resist (Zapdos+Heatran), Rocks Setter (Heatran)
Roles: Wallcore (Landorus+Lati@s+Heatran), Electric Immunity + Thundurus Check (Landorus-T), Defogger + Rotom-W Check (Lati@s), Flying Resist + Rocks Setter (Heatran)
Setup Insurance: A big problem that most teams face are setup Pokemon. There are two types of setup sweeprs; Bulky and Offensive. Always have an insurance to both. Bulky Setup Sweepers are harder to deal with since they could easily outstall you (Eg. CM Clefable). You need an insurance to bulky setup sweepers, and this role is to be fulfilled by one or more members of the team. You either need a pokemon with the ability to use Trick and cripple any bulky setup users, a pokemon with Taunt, or a pokemon with a phazing move. Examples:
Roles: Rapid Spinner + Trick Crippling + Special Wallbreaker
Roles: Flying Resist + Rocks Setter + Phazer
Offensive Setup Sweepers can also be very potent. There are no specific ways to handle offensive set up mons, only specific pokemon that could check specific setup users. Regardless, you still need to prepare for OU's biggest threats. This role is to be once again fulfilled by members of the team. Examples:
Roles: Electric Immunity (Thundurus Check) + DD Zard X Check + SD Mega Pinsir Check
Roles: Defog + Flying Resist + SD MPinsir Check + BellyJet Azumarill Check + DD Mega Gyara Check
Roles: Flying Resist + Rocks Setter + Phazer + Mega Mawile Check (barring Focus Punch) + SD Scizor Check (barring fast Superpower variants)
Roles: Fighting Type + Special Wallbreaker + SD Bisharp Check + SD Mega Mawile Check (note that a check isn't a counter) + SD Scizor Check
Mega Pinsir Team - Balanced Offense






Explanation:
This is the team that I've used the most while laddering in OU. This is the final product of constant polishing and replacing, until I finally made a team that I feel extremely comfortable using. The basis of this team is basically what is written in the above guidelines. MPinsir is the main man, being the physical wallbreaker and setup sweeper of the team. Keldeo is my special wallbreaker, Latias is my Defogger of choice, and this team also features the extremely reliable ClefTran wallcore. Landorus-Therian is the final member, functioning as the choice scarfer and momentum-gainer of the team.
~ In-Depth Analysis ~
Mega Pinsir
Pinsir (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Mega Pinsir is the main member of my team, as I (clearly) built this team around him. Mega Pinsir functions primarily as the physical wallbreaker and powerhouse for the team, breaking through even obnoxious wallcores like the MegaVenusaur + Heatran core. Not many Pokemon can take 2 hits from Mega Pinsir, as even Gliscor can get potentially 2HKOed.


Pinsir (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 184+ Def Gliscor: 160-190 (45.1 - 53.6%)


Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 236 HP / 232 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled


Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide


Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
- Swords Dance


Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect


Latias @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Trick
- Draco Meteor
Threats List:

Unless you've the pink blobs or Sylveon on deck, Greninja will always be a problem with its excellent speed, coverage, and the ability Protean; even Ferrothorns aren't safe from a potential Hp Fire. A healthy Clefable is the way to deal with Greninja on this team, and also scarf Landorus-T makes for a good check. MPinsir at +2 OHKOs Greninja guaranteed after one Life Orb hit, and you can simply Swords Dance w/o mega evolving (to take a neutral Ice Beam and force LO recoil) and kill with Quick Attack after. Do note that Clefable after a CM basically walls Greninja. Even though you've answers to Greninja, you don't really have a reliable switch-in, so it is still a threat to watch out for.

Two Pokemon on this team deals with Pinsir; Scarf Lando and Latias. Latias can take a +2 Quick Attack and OHKO back with a specs Draco, while Landorus-T makes for an excellent check with Rock Slide + Intimidate. However, let your Latias and Landorus-T get weakened and you'd be in deep trouble. Remember to always keep them both healthy when you see an opposing MPinsir.

Keldeo's HP Electric + MPinsir's Quick Attack takes care of a +6 Azumarill. However that'd mean that you'd have to choose either one to sack. Losing one mon from your offensive core can be really annoying, so BellyJet Azumarill is one big threat to this team. Another option is to simply Trick it a Choice Specs with Latias and lock it into BellyDrum, that way you'd have a way easier time dealing with it.

Even though LO Mamoswine is not as common as back in 5th Gen, it can really take a toll on this team with it's deadly dual STAB combination. If you recklessly play around Mamoswine, this single pokemon could easily cost you the game. There are a few ways to deal with Mamo on this team. Keldeo makes for an excellent check, resisting Ice Shard and has the ability to OHKO back with Hydro, Scald or Secret Sword, making it the team's most reliable answer to Mamo. Getting a free switch-in can be done by predicting an Ice move from Mamo and switching into Keldy. Latias can also take a super effective Ice Shard and OHKO back with a specs Draco, whereas Clefable is once again so bulky that it won't die off to a Life Orb EQ from even an Adamant max attack Mamo. Although most Mamos nowadays are lead SR variants and can be taken care of really early with Keldeo, you still have to watch out for the occasional Life Orb Mamoswine.

Clefable is the answer to Dragonite, but Weakness Policy can easily turn DNite into a big problem. Surprisingly, Clefable is just so bulky that even a +4 EQ from an Adamant Max Attack DNite fails to OHKO, so you're basically guaranteed 2 Moonblast hits. However if Clefable gets weakened, your only other option is to play Intimidate games with Landorus-T to beat DNite.
+4 252+ Atk Dragonite Earthquake vs. 252 HP / 252+ Def Clefable: 322-379 (81.7 - 96.1%) -- Guaranteed 2HKO after Leftovers recovery

My name is no Switch-Ins! And yeap. Basically, there are no reliable switch-ins in OU to Mega Medicham aside Aegislash (barring Fire Punch). Clefable and Landorus-T are the only 2 answers to Mega Medi on the team, but Clefable will still take a ton from Zen Headbutt / Psycho Cut and Landorus-T gets straight up OHKOed by an Ice Punch. Be weary of Mega Medicham, it is undoubtedly a huge threat.


Baton Pass has now been officially nerfed to only 1 per team! BP was limiting teambuilding to such a huge extent before, with people running stuff like Haze Greninja specifically for BP teams, so I'm glad that it's finally gone. With such a broken play style out of the competitive scene, we'll hopefully see more competitive teams on the high ladder, and also more variety. Most importantly, this team will thrive even better with the loss of BP.
Importable:
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 236 HP / 232 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
Pinsir (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Latias @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Trick
- Draco Meteor
Ability: Magic Guard
EVs: 236 HP / 232 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Flamethrower
- Moonblast
- Soft-Boiled
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
Pinsir (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Latias @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Healing Wish
- Trick
- Draco Meteor
NOTE: The export below is a variant of the above team for the Aegi suspect ladder. With Aegi gone, Heatran is no longer needed. I've modified the team and added Scarf Zone (to better deal with Fly-Spam and for trapping Skarm). If Aegi gets the boot, I'll make a detailed RMT of this team variant :]
Bird (Pinsir) (M) @ Pinsirite
Ability: Mold Breaker
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Frustration
- Quick Attack
G6 (Latios) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
:D (Clefable) (M) @ Leftovers
Ability: Magic Guard
EVs: 236 HP / 232 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Stealth Rock
- Soft-Boiled
Horse (Keldeo-Resolute) @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Zone'd (Magnezone) @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Cat (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide
Ability: Mold Breaker
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Frustration
- Quick Attack
G6 (Latios) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
:D (Clefable) (M) @ Leftovers
Ability: Magic Guard
EVs: 236 HP / 232 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Stealth Rock
- Soft-Boiled
Horse (Keldeo-Resolute) @ Choice Specs
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Zone'd (Magnezone) @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Cat (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide
End of Part 1. Part 2 is below.
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