Introduction:
Hello again, wonderful Smogon community! I'm back again with another HO Team, you'll be surprised to hear. His time built around Mega Pinsir. Please do feel free to playtest, use and suggest improvements for the team. Any constructive criticism is welcome.
Teambuilding Process:
So, I'm using the special patented Arutha19 teambuilding method: Pick a sweeper then address that sweepers weaknesses with other offensive teammates...
Okay so its not a special or unique process, but it certainly works!
So the team starts with Mega-Pinsir, a beautiful late-game sweeper with serious firepower, but key weaknesses in the following: Thunderus, Mega Manetric, Magnezone, Rotom W, Zapdos, Talonflame, Mamowswine, Azumarill, Bisharp, Skarmory, Hippowdon, Landorus-T, Weavile, Status afflictions and Rocks. Ive tried to address all of these weaknesses!
Firstly theres the essential Suicide Lead and my personal preference for Suicide Leads is Azelf, so this slot is straightforward.
Next theres Scarf Landorus T makes a fabulous counter for the likes of Mega Manetric, Magnezone and Zapdos
Next comes the weakness to Rotom W in particular whoch requires specialist treatment due to its unique typing. This necessitates a grass type and I added Breloom for its dual coverage to help counter Skarmory, Momowswine, Azumarill, Bisharp and Hippowdon
Starmie serves as the teams spinner and secondary check to Thunderus (if played properly), Mamowswine, Azumarill, Landorus-T and Hippowdon
Lastly, rounding off the FWG core and Birdspam core is Talonflame. A very synergistic and powerful compatriot of Pinsir. Which helps deal with Mega Manetric, Magnezone, Mamowswine, Bisharp and Skarmory
So thats the team. I know I threw a lot of names around there, so let me dig into the particular sets!
The Sets:
Pinsir-Mega (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance
The teams main sweeper! Its a fairly standard set with EVs set to ensure maximum power and speed. As for the moveset its fairly standard too. I favour frustration over return lest I should encounter a Ditto who ties to be tricky. Close Combat is for a little additional coverage which is useful against the occasional Steel type in a pinch. Quick Attack and Swords Dance are a marriage made in heaven!
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Member 2 of a Birdspam Core. Again, this set isnt anything revolutionary. Gale Wings ensures Brave Bird is a Priority move and a Choice Band ensures I get the most from Talonflames already high speed by boosting its power as high as possible and the EVs are set for the same goal: speed and power! Brave Bird and Flare Blitz are standard physical stabs. Tailwind is handy last-ditch help to Talonflames teammates and U-Turn is for offensive momentum!
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
This is the teams spinner. Again, a fairly typical set with max speed and special investment and 0 attack IVs to minimise Confusion and Foul Play damage. Starmie has wonderful coverage able to check opposing Water Types, opposing Flying types, Dragons, Thunderus, Grounds like Landorus and Hippowdon as well as every single rapid spinner or defogger in the game!
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore
Another fairly typical set. EVs are set for max speed and power again and Technician ensures the power of Bullet Seed and Mach Punch. Spore is too good to pass up as it lets Breloom or one of its teammates setup or switch in a pinch. Swords Dance is to make Mach Punch that bit more punishing!
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
This mon serves as my main revenger. I've chosen the Choice Scarf variation to ensure Landorus is fast enough to effective counter Electrics with HP Ice. EVs are for speed and power again and the moveset is the legendary EdgeQuake combo! U-Turn gives offensive momentum and Knock Off is useful for the Chanseys and Gengars of the world
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Explosion
My Suicide Lead. And the best one in the game imho. The EVs are to make Azelf as fast as possible and to make explosion hit as hard as possible. Skill Swap counter Magic Bouncers and Taunt is for countering fellow Stealth Rockers. Explosion is for sheer carnage!
Conclusion:
So thats it! Please do rate, comment, critique, suggest and play-test. I welcome all suggestions and constructive comments! Happy battling!
Importable:
Pinsir-Mega (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Explosion
Hello again, wonderful Smogon community! I'm back again with another HO Team, you'll be surprised to hear. His time built around Mega Pinsir. Please do feel free to playtest, use and suggest improvements for the team. Any constructive criticism is welcome.
Teambuilding Process:
So, I'm using the special patented Arutha19 teambuilding method: Pick a sweeper then address that sweepers weaknesses with other offensive teammates...
Okay so its not a special or unique process, but it certainly works!
So the team starts with Mega-Pinsir, a beautiful late-game sweeper with serious firepower, but key weaknesses in the following: Thunderus, Mega Manetric, Magnezone, Rotom W, Zapdos, Talonflame, Mamowswine, Azumarill, Bisharp, Skarmory, Hippowdon, Landorus-T, Weavile, Status afflictions and Rocks. Ive tried to address all of these weaknesses!
Firstly theres the essential Suicide Lead and my personal preference for Suicide Leads is Azelf, so this slot is straightforward.
Next theres Scarf Landorus T makes a fabulous counter for the likes of Mega Manetric, Magnezone and Zapdos
Next comes the weakness to Rotom W in particular whoch requires specialist treatment due to its unique typing. This necessitates a grass type and I added Breloom for its dual coverage to help counter Skarmory, Momowswine, Azumarill, Bisharp and Hippowdon
Starmie serves as the teams spinner and secondary check to Thunderus (if played properly), Mamowswine, Azumarill, Landorus-T and Hippowdon
Lastly, rounding off the FWG core and Birdspam core is Talonflame. A very synergistic and powerful compatriot of Pinsir. Which helps deal with Mega Manetric, Magnezone, Mamowswine, Bisharp and Skarmory
So thats the team. I know I threw a lot of names around there, so let me dig into the particular sets!
The Sets:
Pinsir-Mega (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance
The teams main sweeper! Its a fairly standard set with EVs set to ensure maximum power and speed. As for the moveset its fairly standard too. I favour frustration over return lest I should encounter a Ditto who ties to be tricky. Close Combat is for a little additional coverage which is useful against the occasional Steel type in a pinch. Quick Attack and Swords Dance are a marriage made in heaven!
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Member 2 of a Birdspam Core. Again, this set isnt anything revolutionary. Gale Wings ensures Brave Bird is a Priority move and a Choice Band ensures I get the most from Talonflames already high speed by boosting its power as high as possible and the EVs are set for the same goal: speed and power! Brave Bird and Flare Blitz are standard physical stabs. Tailwind is handy last-ditch help to Talonflames teammates and U-Turn is for offensive momentum!
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
This is the teams spinner. Again, a fairly typical set with max speed and special investment and 0 attack IVs to minimise Confusion and Foul Play damage. Starmie has wonderful coverage able to check opposing Water Types, opposing Flying types, Dragons, Thunderus, Grounds like Landorus and Hippowdon as well as every single rapid spinner or defogger in the game!
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore
Another fairly typical set. EVs are set for max speed and power again and Technician ensures the power of Bullet Seed and Mach Punch. Spore is too good to pass up as it lets Breloom or one of its teammates setup or switch in a pinch. Swords Dance is to make Mach Punch that bit more punishing!
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
This mon serves as my main revenger. I've chosen the Choice Scarf variation to ensure Landorus is fast enough to effective counter Electrics with HP Ice. EVs are for speed and power again and the moveset is the legendary EdgeQuake combo! U-Turn gives offensive momentum and Knock Off is useful for the Chanseys and Gengars of the world
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Explosion
My Suicide Lead. And the best one in the game imho. The EVs are to make Azelf as fast as possible and to make explosion hit as hard as possible. Skill Swap counter Magic Bouncers and Taunt is for countering fellow Stealth Rockers. Explosion is for sheer carnage!
Conclusion:
So thats it! Please do rate, comment, critique, suggest and play-test. I welcome all suggestions and constructive comments! Happy battling!
Importable:
Pinsir-Mega (M) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Swords Dance
- Spore
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Skill Swap
- Taunt
- Explosion