Introduction
I wanted my first team to be a balanced team while I got used to playing competetive. I've done quite well so far with this team (around 55% win with ~90 games, showdown username is Sumona) but I feel like the movesets I have need tweaking. The main goal of this team is to wear down opposing pokemon for Pinsir and Jirachi to clean up in the late game
The Team
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Healing Wish
- Fire Punch
Jirachi is on this team as a revenge killer and as a complement to Pinsir, being able to deal with rock and ice types, as well as common fairies like Mega Diancie, Gardevoir, and Clefable. It can also switch in to Psychic type attacks for Tentacruel. Iron head as a standard STAB attack (and flinch strats) and to clean up, U-turn to pivot switch-ins and to pivot for momentum, Healing Wish to set up Pinsir (and sometimes Gliscor) to clean up late game, and Fire punch for coverage on threats like Mega Venusaur and Scizor
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance
Pinsir is the endgame for this team, ideally being able to clean up unboosted in the lategame or set up for sweeping in a favorable matchup. Frustration as a strong STAB for dealing with bulkier or slower pokemon (and because hipster), Quick attack for STAB priority on weakened or disadvantaged mons, Earthquake for threats like Heatran, Volcanion, and Metagross, and Swords Dance for setting up on walls
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Swords Dance
- Roost
- Knock Off
Gliscor works as a wallbreaker and a defensive switch in, specifically to electric and ground type attacks that my team doesn't like. Earthquake is the primary STAB move. Swords dance and Roost to set up when an opponent won't switch, and Knock Off to punish switch ins, get rid of Leftovers/life orbs, and hit Ghost types
Tentacruel @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Knock Off
- Rapid Spin
- Scald
- Acid Spray
Tentacruel is a bulky switch in option and rapid spin support for the team. Knock off is for switchins and choice users, Rapid Spin is to clear hazards for a cleaner Pinsir sweep (and general rapid spinning), Scald as a STAB to cover fire, rock, and ground types and potentially punish physical attackers with a burn, and Acid Spray to discourage fairy types and potentially force a switch or weaken foes for Rotom and Clefable
Clefable @ Red Card
Ability: Magic Guard
EVs: 252 HP / 174 Def / 82 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Toxic
- Thunderbolt
Clefable works as another wall and my stealth rock setter, and to wall dragon types. I have mixed feelings about the Red Card, which I primarily use to set up stealth rock and eject less favorable matchups. I run stealth rock because stealth rock, Moonblast as a STAB and to cover dragon/dark types that this team is weak against. Toxic is to weaken walls and sometimes setups, and Thunderbolt as coverage for water/flying types, especially when they try to switch in (I'm looking at you, Charizard)
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Hydro Pump
- Pain Split
- Will-O-Wisp
- Volt Switch
The team's main pivot/wall, and also serves to wall ground and fire types. Will-o-wisp is to cripple physical attackers, especially ones that Pinsir and Jirachi don't like, and pile on residual damage. Pain split for recovery (especially against walls), Hydro pump for STAB and coverage against the likes of Heatran, Landorus-T, hippowdon, etc, and volt switch to pivot out of bad matchups or to bring Pinsir/Jirachi in on a favorable matchup
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