Hollands97 here bringing you guys my first RMT. I've been playing since BW2 and always managed to get to the 1700-1800's minimum in OU pre-ORAS, so I guess you can say I'm not that bad, although I'm not great either. Anyway, I suppose it's now time to showcase the team that brought me a fair amount of success in XY, but is struggling in ORAS and may need some help.
Threat Lists
I have to sack one pokemon, bring in Diggersby and suicide with EQ, then finish it with priority. If it's managed to set up, then it's basically over.
Dealt with by using Iron Head Skarmory which OHKO's. Calm Mind Variant is revenge killed with Diggersby and Starmie.
This thing is WAY too good. 80/150/110 defenses are better than Ferrothorns, and it outspeeds the majority of the tier whilst hitting like a truck against anyone who isn't 252HP/252+Def. With a couple of counters in Mandibuzz, Slowbro and 'Scarf Bisharp' (suggested to me when I got swept by Gross in the tour after complaining about how overpowered it is), I actually leave games when I see it in the ladder, which is why I'm down at 1500 currently.
Dealt with by using Skarmory, who completely walls all non-mixed variants. Here's a replay of Skarmory beating it (although it's low ladder) http://replay.pokemonshowdown.com/ou-193772196
Gotta play around it, but it puts too much defensive pressure on Zapdos throughout the game, which I need to keep to check Pinsir's counters.
Walled well by Skarmory, who beats with counter. Also beaten by Starmie with Thunderbolt and checked by Pinsir with Return.
Rain Teams
And that's about it, I look forward to your criticism and suggestions, as I'm honestly struggling to adapt to the new meta for the first time.
Replays:
http://replay.pokemonshowdown.com/ou-194159316
http://replay.pokemonshowdown.com/ou-194156121
http://replay.pokemonshowdown.com/ou-194152134
Team Building Process
Mega Pinsir is a fantastic wallbreaker and late-game sweeper sweeper. 155/65/105 is amazing, and I knew I'd always use it when I saw it back in the coro-coro leaks last year; the power it has is ridiculous.
With Pinsir breaking the majority of physical walls I run into, I knew I needed a special wallbreaker. It also serves as a stallbreaker and rapid spinner if the situation calls for it.
Bug/Flying is nasty when it comes to hazards, so a defogger was necessary. Lovely check against other Pinsir and Talonflame, as well as the odd Pidgeot and Noivern that wander into OU.
As it is, the team is weak to Bisharp and needs a good pivot to take on Rotom-W and Heatran reliably. Of all the fighting types, Conk does it best.
Felt I was a bit lacking in speed and had no Thundurus Check, so a Scarfer who can reliably check Thundurus was needed. Checks most megas to be fair to the guy.
Ol' reliable SpDef Tran covers the rest of the type weaknesses, as well as providing a nice Lati@s check and rock setter.
The team was very weak to Mega Diancie and Mega Metagross, so Zapdos was replaced with Skarmory as it walls both threats fairly well, although the team loses some offensive pressure with Volt Switch leaving.
Mega Pinsir is a fantastic wallbreaker and late-game sweeper sweeper. 155/65/105 is amazing, and I knew I'd always use it when I saw it back in the coro-coro leaks last year; the power it has is ridiculous.
With Pinsir breaking the majority of physical walls I run into, I knew I needed a special wallbreaker. It also serves as a stallbreaker and rapid spinner if the situation calls for it.
Bug/Flying is nasty when it comes to hazards, so a defogger was necessary. Lovely check against other Pinsir and Talonflame, as well as the odd Pidgeot and Noivern that wander into OU.
As it is, the team is weak to Bisharp and needs a good pivot to take on Rotom-W and Heatran reliably. Of all the fighting types, Conk does it best.
Felt I was a bit lacking in speed and had no Thundurus Check, so a Scarfer who can reliably check Thundurus was needed. Checks most megas to be fair to the guy.
Ol' reliable SpDef Tran covers the rest of the type weaknesses, as well as providing a nice Lati@s check and rock setter.
The team was very weak to Mega Diancie and Mega Metagross, so Zapdos was replaced with Skarmory as it walls both threats fairly well, although the team loses some offensive pressure with Volt Switch leaving.
The Squad
Loomynarty (Starmie) @ Choice Specs
Loomynarty (Starmie) @ Choice Specs
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Trick
-Rapid Spin Thunderbolt
60/75/85/100/85/115
This thing is brilliant. At first, the set look odd, and I agree, it does. But the switches this thing causes makes Analytic trigger, and boy does it trigger. With a little predictability on switches, the opponent is taking massive chunks into things that'll want to trap or check Starmie, such as Tyranitar or Latios. However, it also doubles as a potent stallbreaker, as the Ferrothorns and Chanseys that switch in get some free Ray Bands, and Starmie gets their recovery items. Scald is basic stab, and honestly I prefer scald because the Starmie is going to get most of its hits when forcing switches; the burn chance is far more efficient than the extra power since if they predict the scald, they're going to live surf too. Timid allows me to outspeed MGallade, Keldeo and Gengar, as well as any base 60 scarfers (and may tie with Jolly ScarfTar, although I'm not sure on that). It's actually surprisingly bulkier than it looks. Unfortunately, Starmie is usually the first to go down, although that's more down to me for switching it into Knock-Offs.
Skarmada (Skarmory) (F) @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 16 Atk / 244 Def
Impish Nature
- Roost
- Iron Head
- Counter
- Defog
As suggested by Enki , Skarmory is replacing Zapdos as the head of the hazard removal squad. The change lets me take on the three biggest threats to my team, Diancie, Metagross and Azumarill. The 16 Atk EV's allow me to OHKO Mega Diancie with an Iron Head, which also deals a respectable 25-30% to Azumarill. Counter lets me take out Metagross and Azumarill with relative ease. Roost and Defog are obvious standards, whilst Shed Shell lets me switch out of a Magnezone's Thunderbolt into Diggersby, giving my team huge momentum.
Vonderhurr (Conkeldurr) (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 120 HP / 252 Atk / 136 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off
105/140/95/55/65/45
AV Conkeldurr is my the embodiment of bulky offence. His shiny bald head can take on Rotom-W, who is a massive threat to my team. Drain Punch is standard STAB. Ice Punch is for the omnipresent Genies and Dragons who try to set up on me. Mach Punch is standard priority for those clutch revenge kills, and Greninja who come in after rocks thinking they can KO. Knock Off gives me momentum when Conk forces a switch, revealing the set of the unlucky one to get hit by it. Losing Conkeldurr early often results in my not being able to deal with Genies and Rotom-W too well, especially Landorus-i. I rarely end games with it alive, since it's usually foddered off late game at low hp with Mach Punch to ensure Pinsir sweeps.
Rabbi D (Diggersby) (M) @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Return
- Rock Slide
85/56/77/50/77/78
Scarf Diggersby is really underrated as an RKer, who also functions as a wallbreaker if need be. I usually lead with him and U-Turn out into the relevant counter, breaking sashes and dealing huge damage in the process. He reliably checks Greninja, Loppuny and Gallade, who are big threats to most teams, as well as being able to muscle past the troublesome StallTran. EQ deals big damage as a secondary STAB, dealing a lot of damage to the inevitable switches he causes. Return is the same as EQ, 2HKO's most offensive pokemon with sub 100 defenses, easily accomplished thanks to the Scarf. Rock Slide lets Diggersby wipe out Talon who is a huge threat to Pinsir, since people are eager to assume that Diggersby only EQ's. He's actually surprisingly bulky too. Diggersby often acts as a late-game cleaner, and is a fairly good win condition.
7.8 Too Much Lava (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
91/90/106/130/106/77
Heatran is the primary bird counter and stealth rocker, and is used to stall out defensive pokemon that the team can't smash through, such as MSableye and Zapdos. Toxic is used over Will-O-Wisp as Heatran only ever uses it against set-up sweepers and defensive pokemon in an attempt to stall them out, although catching the Azumarill on switch with Will-O-Wisp sounds tempting. Lava Plume over Fire Blast for that 30% burn chance on Steels and Magic Bouncers who are immune to Toxic, and Heatran isn't here for big damage anyway. Not really much to explain as the set is pretty standard. Heatran is often used as a Fairy killer, and foddered off to beat Mega Garde and Altaria a lot of the time too.
Sir Pinch (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake/Close Combat
- Frustration
- Quick Attack
- Swords Dance
65/125/100/55/70/85 (65/155/120/65/90/105)
During the transition to ORAS, Pinsir hasn't got anything new other than new counters and checks among the new megas. Everyone just seemed to forget about it and how much of a monster it is. That said, it is still one of the tiers premier wallbreakers, with its Flying/Ground(Or fighting) coverage in combination with Swords Dance allowing it to sweep a significant portion of the metagame. Although its typing doesn't allow it to switch in often, it's still a really potent sweeper. Hyper Cutter over Moxie to block intimidate upon evolving, and Frustration over Return because ditto pisses me off. Quick Attack lets me RK Keldeo and Greninja among others, and Swords Dance when going for game. Pinsir is win condition #1, and is always preserved until its counters are cleared. I prefer EQ over Close Combat since the defence drops really hurt sweeping potential, making me easily revenge killable. I anyone can post any calcs showing what Close Combat beats that EQ does not (other than Rotom-W >.>) please do so.
Honorable Mentions
Yugi Moto (Zapdos) @ Leftovers
Ability: Pressure
EVs: 240 HP / 216 Def / 52 SpA
Bold Nature
IVs: 1 Atk / 30 Spe
- Volt Switch
- Defog
- Hidden Power [Ice]
- Roost
90/90/85/125/90/100
Zapdos is a great partner to Pinsir, getting rid of so many of its checks. Volt Switch allows me to keep momentum and gives me a solid out to Skarmory. The EV's give Zapdos just enough to OHKO non-SpDef Landorus-T with HP-Ice, who gives Pinsir a lot of grief with its intimating shenanigans and edgy, sliding rocks. Defog keeps hazards off the field, which is crucial if I want to keep Pinsir alive to sweep. HP-Ice lets me reliably beat most un-choiced dragons and Genies, and Zapdos also beats enemy bird spam and those annoying poser Dittos who want to be all Pinsir. Zapdos is very liable to Bisharp, so Defog often has to be bluffed with a Volt Switch which leaves rocks on my field. When Zapdos goes down, it's usually for game, but Zapdos is usually last to go down unless I take bad risks.
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Trick
-
60/75/85/100/85/115
This thing is brilliant. At first, the set look odd, and I agree, it does. But the switches this thing causes makes Analytic trigger, and boy does it trigger. With a little predictability on switches, the opponent is taking massive chunks into things that'll want to trap or check Starmie, such as Tyranitar or Latios. However, it also doubles as a potent stallbreaker, as the Ferrothorns and Chanseys that switch in get some free Ray Bands, and Starmie gets their recovery items. Scald is basic stab, and honestly I prefer scald because the Starmie is going to get most of its hits when forcing switches; the burn chance is far more efficient than the extra power since if they predict the scald, they're going to live surf too. Timid allows me to outspeed MGallade, Keldeo and Gengar, as well as any base 60 scarfers (and may tie with Jolly ScarfTar, although I'm not sure on that). It's actually surprisingly bulkier than it looks. Unfortunately, Starmie is usually the first to go down, although that's more down to me for switching it into Knock-Offs.
Skarmada (Skarmory) (F) @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 16 Atk / 244 Def
Impish Nature
- Roost
- Iron Head
- Counter
- Defog
As suggested by Enki , Skarmory is replacing Zapdos as the head of the hazard removal squad. The change lets me take on the three biggest threats to my team, Diancie, Metagross and Azumarill. The 16 Atk EV's allow me to OHKO Mega Diancie with an Iron Head, which also deals a respectable 25-30% to Azumarill. Counter lets me take out Metagross and Azumarill with relative ease. Roost and Defog are obvious standards, whilst Shed Shell lets me switch out of a Magnezone's Thunderbolt into Diggersby, giving my team huge momentum.
Vonderhurr (Conkeldurr) (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 120 HP / 252 Atk / 136 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off
105/140/95/55/65/45
AV Conkeldurr is my the embodiment of bulky offence. His shiny bald head can take on Rotom-W, who is a massive threat to my team. Drain Punch is standard STAB. Ice Punch is for the omnipresent Genies and Dragons who try to set up on me. Mach Punch is standard priority for those clutch revenge kills, and Greninja who come in after rocks thinking they can KO. Knock Off gives me momentum when Conk forces a switch, revealing the set of the unlucky one to get hit by it. Losing Conkeldurr early often results in my not being able to deal with Genies and Rotom-W too well, especially Landorus-i. I rarely end games with it alive, since it's usually foddered off late game at low hp with Mach Punch to ensure Pinsir sweeps.
Rabbi D (Diggersby) (M) @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Return
- Rock Slide
85/56/77/50/77/78
Scarf Diggersby is really underrated as an RKer, who also functions as a wallbreaker if need be. I usually lead with him and U-Turn out into the relevant counter, breaking sashes and dealing huge damage in the process. He reliably checks Greninja, Loppuny and Gallade, who are big threats to most teams, as well as being able to muscle past the troublesome StallTran. EQ deals big damage as a secondary STAB, dealing a lot of damage to the inevitable switches he causes. Return is the same as EQ, 2HKO's most offensive pokemon with sub 100 defenses, easily accomplished thanks to the Scarf. Rock Slide lets Diggersby wipe out Talon who is a huge threat to Pinsir, since people are eager to assume that Diggersby only EQ's. He's actually surprisingly bulky too. Diggersby often acts as a late-game cleaner, and is a fairly good win condition.
7.8 Too Much Lava (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
91/90/106/130/106/77
Heatran is the primary bird counter and stealth rocker, and is used to stall out defensive pokemon that the team can't smash through, such as MSableye and Zapdos. Toxic is used over Will-O-Wisp as Heatran only ever uses it against set-up sweepers and defensive pokemon in an attempt to stall them out, although catching the Azumarill on switch with Will-O-Wisp sounds tempting. Lava Plume over Fire Blast for that 30% burn chance on Steels and Magic Bouncers who are immune to Toxic, and Heatran isn't here for big damage anyway. Not really much to explain as the set is pretty standard. Heatran is often used as a Fairy killer, and foddered off to beat Mega Garde and Altaria a lot of the time too.
Sir Pinch (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake/Close Combat
- Frustration
- Quick Attack
- Swords Dance
65/125/100/55/70/85 (65/155/120/65/90/105)
During the transition to ORAS, Pinsir hasn't got anything new other than new counters and checks among the new megas. Everyone just seemed to forget about it and how much of a monster it is. That said, it is still one of the tiers premier wallbreakers, with its Flying/Ground(Or fighting) coverage in combination with Swords Dance allowing it to sweep a significant portion of the metagame. Although its typing doesn't allow it to switch in often, it's still a really potent sweeper. Hyper Cutter over Moxie to block intimidate upon evolving, and Frustration over Return because ditto pisses me off. Quick Attack lets me RK Keldeo and Greninja among others, and Swords Dance when going for game. Pinsir is win condition #1, and is always preserved until its counters are cleared. I prefer EQ over Close Combat since the defence drops really hurt sweeping potential, making me easily revenge killable. I anyone can post any calcs showing what Close Combat beats that EQ does not (other than Rotom-W >.>) please do so.
Honorable Mentions
Yugi Moto (Zapdos) @ Leftovers
Ability: Pressure
EVs: 240 HP / 216 Def / 52 SpA
Bold Nature
IVs: 1 Atk / 30 Spe
- Volt Switch
- Defog
- Hidden Power [Ice]
- Roost
90/90/85/125/90/100
Zapdos is a great partner to Pinsir, getting rid of so many of its checks. Volt Switch allows me to keep momentum and gives me a solid out to Skarmory. The EV's give Zapdos just enough to OHKO non-SpDef Landorus-T with HP-Ice, who gives Pinsir a lot of grief with its intimating shenanigans and edgy, sliding rocks. Defog keeps hazards off the field, which is crucial if I want to keep Pinsir alive to sweep. HP-Ice lets me reliably beat most un-choiced dragons and Genies, and Zapdos also beats enemy bird spam and those annoying poser Dittos who want to be all Pinsir. Zapdos is very liable to Bisharp, so Defog often has to be bluffed with a Volt Switch which leaves rocks on my field. When Zapdos goes down, it's usually for game, but Zapdos is usually last to go down unless I take bad risks.
Vonderhurr (Conkeldurr) (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 120 HP / 252 Atk / 136 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off
Rabbi D (Diggersby) (M) @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Return
- Rock Slide
Loomynarty (Starmie) @ Choice Specs
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Trick
- Thunderbolt
7.8 Too Much Lava (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
Sir Pinch (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Skarmada (Skarmory) (F) @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 16 Atk / 244 Def
Impish Nature
- Roost
- Iron Head
- Counter
- Defog
Ability: Guts
Shiny: Yes
EVs: 120 HP / 252 Atk / 136 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Mach Punch
- Knock Off
Rabbi D (Diggersby) (M) @ Choice Scarf
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Return
- Rock Slide
Loomynarty (Starmie) @ Choice Specs
Ability: Analytic
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psyshock
- Trick
- Thunderbolt
7.8 Too Much Lava (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Protect
Sir Pinch (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Skarmada (Skarmory) (F) @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 16 Atk / 244 Def
Impish Nature
- Roost
- Iron Head
- Counter
- Defog
Threat Lists
Dealt with by using Iron Head Skarmory which OHKO's. Calm Mind Variant is revenge killed with Diggersby and Starmie.
Dealt with by using Skarmory, who completely walls all non-mixed variants. Here's a replay of Skarmory beating it (although it's low ladder) http://replay.pokemonshowdown.com/ou-193772196
Walled well by Skarmory, who beats with counter. Also beaten by Starmie with Thunderbolt and checked by Pinsir with Return.
The team has no answer to swift swimmers, as Kingra and Omastar (lol) sweep straight through due to Rain-Boosted Specs Hydro-Pumps.
Mega- Slowbro
The teams main way to take down Slowbro is to Toxic-Stall it out. CroBro after a calm-mind survives T-Bolts like crazy and isn't broken by Pinsir's Return and threatens it out with Scald.
Defensive-Mew
This thing never dies. It beats everything on my team 1v1 due to Knock off and Will-O-Wisp, as it Taunts and PP stalls Heatran and stalls out Conkeldurr whilst Burn-Stalling the rest.
Specs Keldeo
THE POWER! Nothing switches in other than Starmie once. If I can whittle it down past 75%, Pinsir OHKO's with Quick Attack. Diggersby revenge kills too.
The teams main way to take down Slowbro is to Toxic-Stall it out. CroBro after a calm-mind survives T-Bolts like crazy and isn't broken by Pinsir's Return and threatens it out with Scald.
This thing never dies. It beats everything on my team 1v1 due to Knock off and Will-O-Wisp, as it Taunts and PP stalls Heatran and stalls out Conkeldurr whilst Burn-Stalling the rest.
THE POWER! Nothing switches in other than Starmie once. If I can whittle it down past 75%, Pinsir OHKO's with Quick Attack. Diggersby revenge kills too.
Replays:
http://replay.pokemonshowdown.com/ou-194159316
http://replay.pokemonshowdown.com/ou-194156121
http://replay.pokemonshowdown.com/ou-194152134
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