This here is a team I've been running for quite some time, mainly based around Mega Pinsir (That speed/ATK was simply irresistible). I tried to lean more towards the offensive side of the spectrum with this one. So, without further ado, my team!
Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Earthquake
- Swords Dance
- X-Scissor
I tried to make Mega Pinsir the real star of the team, as he was the original idea behind creating this. Anyway, his main purpose as of now is an end game sweep. I usually only try to get him out when I know I can pull of a sword dance, because that'll wreck stuff up. Also, with the quick attack he's great for killing off anything barely hanging on. X scissor is there as obligatory STAB, whilst earthquake is for electric coverage.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Outrage
- Stone Edge
- Fire Punch
- Fly
Dragonite is mainly here for his bulk, and dealing with other dragon types. Whilst I have other moves, the general idea is to bring him out and wreck up as much stuff with outrage as possible and then leave him for dead. But fire punch is also helpful for the occasional ferrothorn. The multiscale really helps with pulling him out against more offensive opponents, then wrecking them with outrage. I used to have him scarfed since he's pretty slow, but he didn't quite have enough bulk to kill anything off with one outrage so I switched him over to band.
Gengar @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Foul Play
- Sludge Wave
- Shadow Ball
- Energy Ball
This is mainly for getting huge damage off with type advantage, as he has can outspeed most things I'll run across in the meta and he has a high SpA. The sludge wave/shadow ball are pinned on for STAB. I also have energy ball since most people don't expect that, and it's great type coverage for water/ground types. I used to have hypnosis but due to its awful accuracy I moved it over foul play (may change it again later).
Terrakion @ Rocky Helmet
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Sacred Sword
- Zen Headbutt
- Iron Head
My lead, more than less. With the bulk/speed he isn't only great for setting up rocks, but he can also deal off some good damage. Sacred Sword is mainly great for dealing with bisharp or other steel types, whilst iron head is usually a resort to move if I can't get a type advantage, due to the high flinch rate. Zen headbutt is also there for the flinch rate/type coverage.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Ice Beam
- Hydro Pump
- Psychic
Starmie has a similar purpose to Gengar, to get off as much damage w/ type advantage. Ice beam is mainly for dealing with dragon types if I don't think i can pull dragonite out. Hydro pump is mainly for dealing with shat like Excadrill, as well STAB purposes (Oh, and did I mention fire types?). Psychic is practically purely for STAB (I used to have flash cannon in its place, but I found more use in a psychic type attack). However, the second purpose of Starmie is as a spinner, since it has great speed. Rocks in particular can be a problem for this team since it messes with Dragonite's multiscale and gets some good damage onto pinsir.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 Atk / 30 Def
- Hyper Voice
- Calm Mind
- Protect
- Heal Bell
Sylveon is the only one who isn't here because of it's high ATK/SPATK/Speed. Status problems can be a huge problem (thus heal bell). I also keep this on as special wall. Although, since I tried to make this team as offensive as possible I focused more on it's SpA. Lastly, if I can get a few calm minds off this thing is great at eating up attacks and wrecking stuff with hyper voice. Also, due to its fairy typing, I use it as a switch into against dragon types, which it's great at dealing with (garchomp and mega charizard X in particular).
Obviously this team is not without its flaws. Due to the offensive nature of this team I do have a problem with stall based teams. Things like entry hazards and status effects (paralysis in particular) are also annoying, especially when Starmie and Sylveon are taken off the field. Tyranitar with Stone Edge is also annoying as it takes out my two main attackers, Dragonite and Mega Pinsir. Electric types (mega manectric in particular) are also a problem since Mega Pinsir is the only coverage I have. If my Starmie gets taken out Excadrill will also become a nuisance, ones with choice scarf in particular. Same with an overly offensive Talonflame, if I can't get into my Dragonite or Starmie. I'm sure you can find plenty others weaknesses, but those are some of my most common problems.
Anyways, I'm a huge fan of feedback (why else would I be here?) so please give me some advice!
Pinsir-Mega @ Pinsirite
Ability: Aerilate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Quick Attack
- Earthquake
- Swords Dance
- X-Scissor
I tried to make Mega Pinsir the real star of the team, as he was the original idea behind creating this. Anyway, his main purpose as of now is an end game sweep. I usually only try to get him out when I know I can pull of a sword dance, because that'll wreck stuff up. Also, with the quick attack he's great for killing off anything barely hanging on. X scissor is there as obligatory STAB, whilst earthquake is for electric coverage.
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Outrage
- Stone Edge
- Fire Punch
- Fly
Dragonite is mainly here for his bulk, and dealing with other dragon types. Whilst I have other moves, the general idea is to bring him out and wreck up as much stuff with outrage as possible and then leave him for dead. But fire punch is also helpful for the occasional ferrothorn. The multiscale really helps with pulling him out against more offensive opponents, then wrecking them with outrage. I used to have him scarfed since he's pretty slow, but he didn't quite have enough bulk to kill anything off with one outrage so I switched him over to band.
Gengar @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Foul Play
- Sludge Wave
- Shadow Ball
- Energy Ball
This is mainly for getting huge damage off with type advantage, as he has can outspeed most things I'll run across in the meta and he has a high SpA. The sludge wave/shadow ball are pinned on for STAB. I also have energy ball since most people don't expect that, and it's great type coverage for water/ground types. I used to have hypnosis but due to its awful accuracy I moved it over foul play (may change it again later).
Terrakion @ Rocky Helmet
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Sacred Sword
- Zen Headbutt
- Iron Head
My lead, more than less. With the bulk/speed he isn't only great for setting up rocks, but he can also deal off some good damage. Sacred Sword is mainly great for dealing with bisharp or other steel types, whilst iron head is usually a resort to move if I can't get a type advantage, due to the high flinch rate. Zen headbutt is also there for the flinch rate/type coverage.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Ice Beam
- Hydro Pump
- Psychic
Starmie has a similar purpose to Gengar, to get off as much damage w/ type advantage. Ice beam is mainly for dealing with dragon types if I don't think i can pull dragonite out. Hydro pump is mainly for dealing with shat like Excadrill, as well STAB purposes (Oh, and did I mention fire types?). Psychic is practically purely for STAB (I used to have flash cannon in its place, but I found more use in a psychic type attack). However, the second purpose of Starmie is as a spinner, since it has great speed. Rocks in particular can be a problem for this team since it messes with Dragonite's multiscale and gets some good damage onto pinsir.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 30 Atk / 30 Def
- Hyper Voice
- Calm Mind
- Protect
- Heal Bell
Sylveon is the only one who isn't here because of it's high ATK/SPATK/Speed. Status problems can be a huge problem (thus heal bell). I also keep this on as special wall. Although, since I tried to make this team as offensive as possible I focused more on it's SpA. Lastly, if I can get a few calm minds off this thing is great at eating up attacks and wrecking stuff with hyper voice. Also, due to its fairy typing, I use it as a switch into against dragon types, which it's great at dealing with (garchomp and mega charizard X in particular).
Obviously this team is not without its flaws. Due to the offensive nature of this team I do have a problem with stall based teams. Things like entry hazards and status effects (paralysis in particular) are also annoying, especially when Starmie and Sylveon are taken off the field. Tyranitar with Stone Edge is also annoying as it takes out my two main attackers, Dragonite and Mega Pinsir. Electric types (mega manectric in particular) are also a problem since Mega Pinsir is the only coverage I have. If my Starmie gets taken out Excadrill will also become a nuisance, ones with choice scarf in particular. Same with an overly offensive Talonflame, if I can't get into my Dragonite or Starmie. I'm sure you can find plenty others weaknesses, but those are some of my most common problems.
Anyways, I'm a huge fan of feedback (why else would I be here?) so please give me some advice!