So I've tried out the new Megas for ORAS OU and have played with a lot of other megas in XY. But I always come back to Mega Pinsir. Mega Pinsir's just an overall awesome Pokemon, but it has a lot of checks that run rampant around OU. So this team is dedicated to countering those checks and allowing Pinsir to sweep freely.
Here's a quick team preview:
Here's the formatting I will use with each analysis:
Nickname (Pokemon) @ Item - Reasons
Ability - Reasons
EVs - Reasons
Nature - Reasons
Moves - Reasons
Playstyle
If I have less than three lines of info on a particular Mon, it's because much of the information is already noted in the reasons areas.
Edits in RED
Now let's go into an in-depth analysis of each Mon.
D!ckPinch (Pinsir) @ Pinsirite - For Mega
Ability: Hyper Cutter - This can help against Intimidate users before Mega Evolving
Happiness: 0 - For Frustration power
EVs: 252 Atk / 4 Def / 252 Spe - Pinsir needs Speed and Power
Jolly Nature - For outspeeding things
- Close Combat - Since Aegislash is gone, Close Combat is ideal. I also have two EQ users already
- Frustration - Strong, no drawback STAB. Frustration allows Dittos to be manageable
- Quick Attack - STAB Priority
- Swords Dance - Gettin' dat powah
Pinsir is my main sweeper and I don't usually bring it out until its threats are mostly gone. It usually just comes in on a Pokemon that it can take a lot of hits from, usually from Bug, Fighting or Grass Type attacks. It'll then set up a Swords Dance and proceed to sweep everything. Sometimes, if the opponent leads with Ninjask or Scolipede though, I will send out Pinsir first to OHKO them with Quick Attack, or pressure them so they can't Baton Pass.
Tengen Toppa (Excadrill) @ Air Balloon - Earthquakes are BAD
Tengen Toppa (Excadrill) @ Life Orb - More power as a sweeper. No need for Air Balloon because 3 Pokemon are immune to Ground anyways.
Ability: Sand Rush - Make use of Sandstorm
EVs: 52 HP / 252 Atk / 204 Spe - Maxed out attack, 204 Spe for outspeeding Scarfed base 100 Spe Pokes. The rest goes into HP so Excadrill may take SOME hits
Adamant Nature - More power
- Earthquake - STAB and taking care of Fire, Electric and some Steel Types for Mega Pinsir
- Rock Slide - Talonflame... 'nuff said
- Iron Head - Gets rid of Fairies
- Rapid Spin - The reason why it made the team
Excadrill's main job is to get rid of Stealth Rocks throughout the game. It can also help alleviate some pressure from Mega Pinsir for coming in on Earthquakes aimed at Magnezone. Excadrill also synergizes well with Pinsir being 4x resistant to Rock Type. So it can come in on Rock Type attacks once its Balloon has been popped.
Hungry (Hippowdon) @ Smooth Rock - For prolonging Sand because this IS a Sand Offense team
Ability: Sand Stream - Sand
EVs: 252 HP / 252 Def / 4 SpD - All EVs go to Physical Bulk and the leftovers just go into Special Bulk just a little bit
248 HP / 144 Def / 112 SpD - This spread allows Hippo to survive HP Ice from things like Mega Manectric and still have good Physical Bulk
Sassy Nature - More Physical Bulk
- Earthquake - STAB attack
- Slack Off - Recovery
- Stealth Rock - Stealth Rocks will break sashes so Mega Pinsir can get clean sweeps
- Whirlwind - Cleaning off Talonflame if it chooses not to Roost or doesn't have Roost. Also gets rid of any stat boosters.
I usually lead with Hippo to set up Stealth Rocks right away. If successful, Hippo will usually switch out right away so it can set up Sandstorm again later. If it comes back in a second time, usually I'll just Slack Off and Whirlwind. Earthquake is really only here to hit opposing Excadrills trying to take advantage of Sandstorm. I will also do a small shuffle stall if I'm planning to sack Hippo.
(Sc)Rotom (Rotom-Wash) @ Leftovers - For longevity
Ability: Levitate - Only ability
EVs: 252 HP / 4 Def / 252 SpD - Hippo already has enough Physical Bulk, so Rotom-W will have a lot of Special Bulk. Besides, it can handle Talonflame like this anyways.
Calm Nature - More Special Bulk
IVs: 0 Atk - Less Foul Play damage
- Volt Switch - STAB mometum gaining move
- Will-O-Wisp - Cripple Physical Attackers
- Hydro Pump - Strong STAB move
- Pain Split - The only form of recovery for Rotom-W
Rotom-W is my only real counter to Talonflame, which is one of Mega Pinsir's biggest threats. It usually comes in to absorb Brave Birds and Volt Switches out. Sometimes, I'll leave it in to predict Physical Attacker switch-ins and Will-O-Wisp. Otherwise, Rotom-W is pretty straightforward on this team. I might switch Pain Split for Rest and go with a Chesto Resto set. Still undecided on that.
Mei (Latias) @ Choice Scarf - Fast Tricks onto anything that Walls Mega Pinsir and anything that may OHKO Pinsir
Ability: Levitate - Only Ability
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe - All in Speed and Special Attack. I'm thinking about giving Latias some bulk, but I'm not sure how much.
EVs : 72 HP / 168 SpA / 252 Spe - EV Spread that gives Latias the most amount of Bulk without sacrificing a lot of power
Timid Nature - More Speed
IVs: 0 Atk - Minimal Foul Play damage
- Draco Meteor - Strong STAB move
- Trick - Cripples Walls and stuff that might OHKO Mega Pinsir. This allows Pinsir to switch in to a crippled Mon and start setting up.
- Healing Wish - The reason why it made the team
- Recover - For longevity, but might switch this for another coverage move like Psyshock maybe.
- Psyshock - Another STAB coverage move. Latias doesn't need Recovery because it'll die from Healing Wish anyways.
Latias's role on the team is also pretty straightforward. It comes in onto Walls and Tricks them or Tricks whatever comes in. Otherwise, Latias just Dracos whatever is in and then Healing Wishes for Mega Pinsir.
ThreeSome (Magnezone) @ Choice Specs - To hit hella hard
Ability: Magnet Pull - Steep Trapping
Shiny: Yes
EVs: 252 HP / 168 SpA / 88 Spe - Max in HP to survive +6 Aqua Jet from Azumarill, 88 in Spe to outspeed Standard Belly Drum Azumarill set, and rest in SpA for damage output
EVs: 164HP / 252 SpA / 92 Spe - Standard Specs EV Spread with slightly more Speed to outspeed Standard Azumarill
Modest Nature - More damage
- Thunderbolt - Strong STAB
- Volt Switch - For momentum, and STAB
- Flash Cannon - STAB
- Hidden Power [Fire] - Steel Type hitting
Magnezone also works well to sponge Talonflame hits. Sometimes, when I am able to sack Magnezone when there aren't any Steel Types on the opposing side, I will bluff the Scarf and Volt Switch to hit something hard. Otherwise, Magnezone is the ultimate counter to Scizor, Skarmory, and Ferrothorn all of which give Mega Pinsir a hard time.
Mega Metagross is a threat to every team in OU right now... soo....
And who isn't afraid of Azumarill? Besides maybe Amoonguss
Talonflame is just annoying to deal with. Not especially a threat
RAIN TEAMS!
This is all I've got for now. Please help me with improving this team any way I can.
Here's a quick team preview:






So first I obviously started with my main sweeper being Mega Pinsir
Next I needed a Spinner or a Defogger in order to clear SR because of Pinsir's 4x weakness to it. I chose to use a Sand Rush Excadrill and paired it with a Hippowdon.
Next, I desperately needed a Talonflame counter because Brave Birds completely shit on Mega Pinsir's life. So I brought in a Rotom-Wash.
Mega Pinsir has no way of recovering. So I needed either: a Wish Passer + Heal Bell or a Healing Wish Passer. So I went with Latias for the speedy Healing Wish passes.
Finally, I have Magnezone on the team to counter everything that walls Mega Pinsir which includes Skarmory, Ferrothorn and Scizor. I chose the ultimate Steel Trapper Magnezone.

Next I needed a Spinner or a Defogger in order to clear SR because of Pinsir's 4x weakness to it. I chose to use a Sand Rush Excadrill and paired it with a Hippowdon.



Next, I desperately needed a Talonflame counter because Brave Birds completely shit on Mega Pinsir's life. So I brought in a Rotom-Wash.




Mega Pinsir has no way of recovering. So I needed either: a Wish Passer + Heal Bell or a Healing Wish Passer. So I went with Latias for the speedy Healing Wish passes.





Finally, I have Magnezone on the team to counter everything that walls Mega Pinsir which includes Skarmory, Ferrothorn and Scizor. I chose the ultimate Steel Trapper Magnezone.






Here's the formatting I will use with each analysis:
Nickname (Pokemon) @ Item - Reasons
Ability - Reasons
EVs - Reasons
Nature - Reasons
Moves - Reasons
Playstyle
If I have less than three lines of info on a particular Mon, it's because much of the information is already noted in the reasons areas.
Edits in RED
Now let's go into an in-depth analysis of each Mon.

D!ckPinch (Pinsir) @ Pinsirite - For Mega
Ability: Hyper Cutter - This can help against Intimidate users before Mega Evolving
Happiness: 0 - For Frustration power
EVs: 252 Atk / 4 Def / 252 Spe - Pinsir needs Speed and Power
Jolly Nature - For outspeeding things
- Close Combat - Since Aegislash is gone, Close Combat is ideal. I also have two EQ users already
- Frustration - Strong, no drawback STAB. Frustration allows Dittos to be manageable
- Quick Attack - STAB Priority
- Swords Dance - Gettin' dat powah
Pinsir is my main sweeper and I don't usually bring it out until its threats are mostly gone. It usually just comes in on a Pokemon that it can take a lot of hits from, usually from Bug, Fighting or Grass Type attacks. It'll then set up a Swords Dance and proceed to sweep everything. Sometimes, if the opponent leads with Ninjask or Scolipede though, I will send out Pinsir first to OHKO them with Quick Attack, or pressure them so they can't Baton Pass.

Tengen Toppa (Excadrill) @ Life Orb - More power as a sweeper. No need for Air Balloon because 3 Pokemon are immune to Ground anyways.
Ability: Sand Rush - Make use of Sandstorm
EVs: 52 HP / 252 Atk / 204 Spe - Maxed out attack, 204 Spe for outspeeding Scarfed base 100 Spe Pokes. The rest goes into HP so Excadrill may take SOME hits
Adamant Nature - More power
- Earthquake - STAB and taking care of Fire, Electric and some Steel Types for Mega Pinsir
- Rock Slide - Talonflame... 'nuff said
- Iron Head - Gets rid of Fairies
- Rapid Spin - The reason why it made the team
Excadrill's main job is to get rid of Stealth Rocks throughout the game. It can also help alleviate some pressure from Mega Pinsir for coming in on Earthquakes aimed at Magnezone. Excadrill also synergizes well with Pinsir being 4x resistant to Rock Type. So it can come in on Rock Type attacks once its Balloon has been popped.

Hungry (Hippowdon) @ Smooth Rock - For prolonging Sand because this IS a Sand Offense team
Ability: Sand Stream - Sand
248 HP / 144 Def / 112 SpD - This spread allows Hippo to survive HP Ice from things like Mega Manectric and still have good Physical Bulk
Sassy Nature - More Physical Bulk
- Earthquake - STAB attack
- Slack Off - Recovery
- Stealth Rock - Stealth Rocks will break sashes so Mega Pinsir can get clean sweeps
- Whirlwind - Cleaning off Talonflame if it chooses not to Roost or doesn't have Roost. Also gets rid of any stat boosters.
I usually lead with Hippo to set up Stealth Rocks right away. If successful, Hippo will usually switch out right away so it can set up Sandstorm again later. If it comes back in a second time, usually I'll just Slack Off and Whirlwind. Earthquake is really only here to hit opposing Excadrills trying to take advantage of Sandstorm. I will also do a small shuffle stall if I'm planning to sack Hippo.

(Sc)Rotom (Rotom-Wash) @ Leftovers - For longevity
Ability: Levitate - Only ability
EVs: 252 HP / 4 Def / 252 SpD - Hippo already has enough Physical Bulk, so Rotom-W will have a lot of Special Bulk. Besides, it can handle Talonflame like this anyways.
Calm Nature - More Special Bulk
IVs: 0 Atk - Less Foul Play damage
- Volt Switch - STAB mometum gaining move
- Will-O-Wisp - Cripple Physical Attackers
- Hydro Pump - Strong STAB move
- Pain Split - The only form of recovery for Rotom-W
Rotom-W is my only real counter to Talonflame, which is one of Mega Pinsir's biggest threats. It usually comes in to absorb Brave Birds and Volt Switches out. Sometimes, I'll leave it in to predict Physical Attacker switch-ins and Will-O-Wisp. Otherwise, Rotom-W is pretty straightforward on this team. I might switch Pain Split for Rest and go with a Chesto Resto set. Still undecided on that.

Mei (Latias) @ Choice Scarf - Fast Tricks onto anything that Walls Mega Pinsir and anything that may OHKO Pinsir
Ability: Levitate - Only Ability
Shiny: Yes
EVs : 72 HP / 168 SpA / 252 Spe - EV Spread that gives Latias the most amount of Bulk without sacrificing a lot of power
Timid Nature - More Speed
IVs: 0 Atk - Minimal Foul Play damage
- Draco Meteor - Strong STAB move
- Trick - Cripples Walls and stuff that might OHKO Mega Pinsir. This allows Pinsir to switch in to a crippled Mon and start setting up.
- Healing Wish - The reason why it made the team
- Psyshock - Another STAB coverage move. Latias doesn't need Recovery because it'll die from Healing Wish anyways.
Latias's role on the team is also pretty straightforward. It comes in onto Walls and Tricks them or Tricks whatever comes in. Otherwise, Latias just Dracos whatever is in and then Healing Wishes for Mega Pinsir.

ThreeSome (Magnezone) @ Choice Specs - To hit hella hard
Ability: Magnet Pull - Steep Trapping
Shiny: Yes
EVs: 164HP / 252 SpA / 92 Spe - Standard Specs EV Spread with slightly more Speed to outspeed Standard Azumarill
Modest Nature - More damage
- Thunderbolt - Strong STAB
- Volt Switch - For momentum, and STAB
- Flash Cannon - STAB
- Hidden Power [Fire] - Steel Type hitting
Magnezone also works well to sponge Talonflame hits. Sometimes, when I am able to sack Magnezone when there aren't any Steel Types on the opposing side, I will bluff the Scarf and Volt Switch to hit something hard. Otherwise, Magnezone is the ultimate counter to Scizor, Skarmory, and Ferrothorn all of which give Mega Pinsir a hard time.



RAIN TEAMS!
This is all I've got for now. Please help me with improving this team any way I can.
D!ckPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance
Tengen Toppa (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
(Sc)Rotom (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Hungry (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Mei (Latias) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Trick
- Healing Wish
- Recover
ThreeSome (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance
Tengen Toppa (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
(Sc)Rotom (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split
Hungry (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Mei (Latias) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Trick
- Healing Wish
- Recover
ThreeSome (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
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