Team Building Process
I decided that I wanted to use a Mega Pinsir and a Breloom. These things straight up die to Talonflame so I added Rotom-W to balance it out. Rotom-W doesn't do anything to Excadrill and grass types so Skarmory came in (it defogs so that was a plus). Then came Magnezone because of the Ferrothorn and Skarmory weakness. Lastly, came Garchomp because it is a monster and its weaknesses are covered.
Team
Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Quick Attack
- Return
This is a standard Pinsir set. I chose earthquake over close combat because with a Magnezone it does not really matter. Jolly and max speed to outspeed threats like Garchomp and Victini and base 100 speed pokemon. Max attack for obvious reasons and no hp evs to take less damage from stealth rocks. I gave it moxie so that I could come in on a pokemon with little health and get a nice moxie boost.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
Magnezone is a powerhouse with an amazing ability in magnet pull. Skarmory, Ferro, and Scizor can't do anything. I made it scarfed for the switch initiative of volt switch and to boost the mediocre speed. A standard ev spread and moveset for this thing.
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
Good ol' Breloom comes through every time. An amazing lead for almost every opposing team. If the team has Ferro, switch to Magnezone. No Ferro and switch to Talonflame, rock tomb. Switch to anything faster, rock tomb. Talonflame lead, catch a rock tomb. Technician focus sash on this thing is amazing. Spore is for putting things to sleep (because I can). Bullet seed for Rotom-W and the uncommon water/ground types. Rock tomb to catch a Charizard or Talonflame on the switch.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Brave Bird
- Defog
- Roost
- Whirlwind
Skarmory is my defogger and whirlwinder (is that a word) which works well with the sturdy. 248 hp to take less damage from stealth rocks. Roost for obvious reasons. Brave bird for sableye and other taunters. Max defense to eat up everything. I used to have toxic but whirlwind seems to work better.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 104 Def / 152 SpA / 252 SpD
Calm Nature
- Pain Split
- Volt Switch
- Will-O-Wisp
- Hydro Pump
The most used wall in OU is back again with the lefties pain split set. Max special defense is for the fact that skarmory can't take any special hit whatsoever. 104/152 to have a lot of damage dished out and a physical hit get taken before the will o.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Iron Head
Who doesn't love a good scarfchomp? Garchomp is already a threat that kills everything with this powerful moveset. Outrage and earthquake for obvious reasons. Stone edge and iron head to catch things on the switch. Rough skin is for talonflames that do not appreciate recoil+rough skin+maybe life orb.
This team works well as it got me to 1500+ on showdown. It may need some edits as I have no real OHKO to specially bulky fairy types like clefable and sylveon. I appreciate all help to make this team better. I could also use suggestions for new teams because I am fresh out of ideas.
FIX SHOWDOWN!
I decided that I wanted to use a Mega Pinsir and a Breloom. These things straight up die to Talonflame so I added Rotom-W to balance it out. Rotom-W doesn't do anything to Excadrill and grass types so Skarmory came in (it defogs so that was a plus). Then came Magnezone because of the Ferrothorn and Skarmory weakness. Lastly, came Garchomp because it is a monster and its weaknesses are covered.
Team
Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Quick Attack
- Return
This is a standard Pinsir set. I chose earthquake over close combat because with a Magnezone it does not really matter. Jolly and max speed to outspeed threats like Garchomp and Victini and base 100 speed pokemon. Max attack for obvious reasons and no hp evs to take less damage from stealth rocks. I gave it moxie so that I could come in on a pokemon with little health and get a nice moxie boost.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
Magnezone is a powerhouse with an amazing ability in magnet pull. Skarmory, Ferro, and Scizor can't do anything. I made it scarfed for the switch initiative of volt switch and to boost the mediocre speed. A standard ev spread and moveset for this thing.
Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
Good ol' Breloom comes through every time. An amazing lead for almost every opposing team. If the team has Ferro, switch to Magnezone. No Ferro and switch to Talonflame, rock tomb. Switch to anything faster, rock tomb. Talonflame lead, catch a rock tomb. Technician focus sash on this thing is amazing. Spore is for putting things to sleep (because I can). Bullet seed for Rotom-W and the uncommon water/ground types. Rock tomb to catch a Charizard or Talonflame on the switch.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Brave Bird
- Defog
- Roost
- Whirlwind
Skarmory is my defogger and whirlwinder (is that a word) which works well with the sturdy. 248 hp to take less damage from stealth rocks. Roost for obvious reasons. Brave bird for sableye and other taunters. Max defense to eat up everything. I used to have toxic but whirlwind seems to work better.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 104 Def / 152 SpA / 252 SpD
Calm Nature
- Pain Split
- Volt Switch
- Will-O-Wisp
- Hydro Pump
The most used wall in OU is back again with the lefties pain split set. Max special defense is for the fact that skarmory can't take any special hit whatsoever. 104/152 to have a lot of damage dished out and a physical hit get taken before the will o.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Iron Head
Who doesn't love a good scarfchomp? Garchomp is already a threat that kills everything with this powerful moveset. Outrage and earthquake for obvious reasons. Stone edge and iron head to catch things on the switch. Rough skin is for talonflames that do not appreciate recoil+rough skin+maybe life orb.
This team works well as it got me to 1500+ on showdown. It may need some edits as I have no real OHKO to specially bulky fairy types like clefable and sylveon. I appreciate all help to make this team better. I could also use suggestions for new teams because I am fresh out of ideas.
FIX SHOWDOWN!