ORAS OU Mega Pinsir Sand Offense

Would you use this team?


  • Total voters
    16
  • Poll closed .
Mega Pinsir Sand Offense
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tyranitar.gif
excadrill.gif
manaphy.gif
latias.gif
amoonguss.gif


The Team

pinsir-mega.gif

Jet Blue (Pinsir-Mega) @ Pinsirite
Ability: Hyper Cutter ---> Aerilate
Happiness: 0
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance

The mega I build this team around. Kills many common pokes in the tier right now. Keldeo, Mega Lopunny, Mega Venusaur. Etc. I chose Close Combat over Earthquake in this case because it can't really touch Ferrothorn without the fighting coverage. In addition, Close Combat does a respectable amount to Rotom. Enough that Pinsir can finish off a weakened Rotom. This bug is a decent revenge killer also with an Aerilate boosted Quick Attack. Can also beat Bisharp in many cases. Hyper Cutter lets me have a full power Aerilate boosted Frustration on a Landorus-T if they switch-in when I haven't Mega evolved yet.

tyranitar.gif

Reptar (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 Spe 248 HP / 96 Atk / 112 SpA / 44 SpD / 8 Spe - Suggested by Style
Adamant Brave Nature - Suggested by Style
- Stone Edge
- Pursuit
- Crunch Fire Blast - Suggested by Style
- Stealth Rock

Tyranitar has great synergy with Mega Pinsir. It kills Zapdos which is a hard counter to Pinsir. Sets up Stealth Rocks so my pokes can efficiently sweep by breaking sashes and weakening checks. Pursuit traps the Latis for Manaphy. The max attack EV spread may seem odd, but I wanted this guy to be able to hit very hard. Mainly so that I can OHKO Latias with Pursuit. This new spread lets me kill bisharp with a fire blast after rocks and 1 life orb recoil. Gives bisharp less opportunities to set up.

excadrill.gif

Drillbit (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance Substitute - Suggested by Style
- Rock Slide
- Iron Head
- Earthquake

Almost always partners with Tyranitar, for good reason too. Able to check Mega Metagross with this boost from sand. Another poke that is able to wallbreak with access to Swords Dance. I chose air balloon over life orb because it gave me the opportunity to set up on Landorus-Therians that are locked into Earthquake. Air Balloon also lets me switch in fairly easily on Landorus-Ts. Grants another win condition. Substitute lets me bypass sucker punch from Bisharp and lets me stop it in its tracks with an Earthquake and keep it from sweeping me.


manaphy.gif

Poseidon (Manaphy) @ Leftovers
Ability: Hydration
EVs: 92 HP / 252 SpA / 164 Spe
Timid Nature
- Hidden Power [Fire]
- Scald
- Tail Glow
- Ice Beam/Energy Ball Psychic - Suggested by Style

Manaphy is a monster. Originally was put on the team as a way to kill Rotom-W. Sets up on so many common walls in OU. It has the ability to just sweep when its few checks are out of the way. I had energy ball for my coverage because it can't kill Rotom-Wash without it, however, I ran into problems with Dragons and ended up changing it to ice beam. They both have their niches, but I feel Ice Beam is the superior option because of the checks I have to Rotom already. Hidden Power Fire lets me kill Ferrothorn, a common switch-in. Psychic can be used as another coverage move that lets you kill Mega Venusaur and hurt Rotom a lot.

latias.gif

Bae (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Psyshock
- Defog
- Draco Meteor
- Healing Wish Roost - Suggested by Style

Latias removes hazards for Pinsir and gives a much needed check to Keldeo. Gives me a good water check for the Excadrill/Tyranitar combo. Checks many of the pokemon this team is weak to. Healing Wish is an amazing move late game when one of your win conditions are statused or weakened. I chose this over Latios for its Healing Wish utility and its superior bulk. Roost gives Latias more longevity and lets it check more pokemon throughout the match.


amoonguss.gif

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
- Spore
- Sludge Bomb/Clear Smog
- Hidden Power [Ice]
- Giga Drain

At this point in building, I saw a huge weakness to Azumarill. Amoonguss checks Azumarill fairly well. Amoonguss also gives me a spare check to Keldeo. I have Hidden Power Ice to kill Landorus that think they can click earthquake until the mushroom dies. Fantastic utility with spore, able to pressure the opponent to think which pokemon will be sleep fodder. You can capitalize on this by switching out into a poke that can set up, get up free rocks, or a pokemon that your opponents team is weak to, letting you pressure them even more. A great way to gain momentum. Clear Smog can be an alternative to sludge bomb if you don't like set up sweepers or if you want a better way to deal with BD Azumarill.

Jet Blue (Pinsir-Mega) @ Pinsirite
Ability: Aerilate
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Frustration
- Quick Attack
- Swords Dance

Reptar (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 96 Atk / 112 SpA / 44 SpD / 8 Spe
Brave Nature
- Stone Edge
- Pursuit
- Fire Blast
- Stealth Rock

Drillbit (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Substitute
- Rock Slide
- Iron Head
- Earthquake

Poseidon (Manaphy) @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Scald
- Tail Glow
- Psychic

Bae (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Defog
- Draco Meteor
- Roost

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Bold Nature
IVs: 0 Atk / 30 Def
- Spore
- Sludge Bomb
- Hidden Power [Ice]
- Giga Drain
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Mega Pinsir: One of these of their own can be a big problem actually, I can check him with Latias and Excadrill, but I have a lack of switch-ins.
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Landorus-I: Isn't this thing good against everyone? ;) But seriously this Genie is a HUGE problem for me. I have very few switch-ins for this beast. Best I can do is revenge him with Latias and Mega Pinsir.
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Bisharp: Bisharp is a pretty big problem. It beats most of the pokes on my team aside from Pinsir and if rocks are up I'm not gonna have a good time.

There is the team! Please feel free to suggest any changes that you think would make the team better! I welcome any constructive criticism.​
 
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I would consider (on Excadrill) Rapid Spin > Swords Dance. To make up for the power loss, use a Life Orb. This is plenty powerful a sweeper.
Then consider replacing Latias with Talonflame, meaning you have another way to abuse pinsir. Talonflame and Pinsir have similar checks, so if one weakens it or kills it, then the other has a clean sweeping opporitunities.
Bulk Up Flame or Swords Dance flame would be best, but I think Bulk Up may be a bit better.

This would make your pinsir weakness next to 0, but would perhaps escalate your Landorus-I issue. After testing this, and if you find this to be true, SpDef Flame can be a good way of killing Landorus-I

Some Vaguely relevant calcs:

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 248 HP / 252+ SpD Talonflame: 91-108 (25.3 - 30%) -- 0.3% chance to 4HKO after Leftovers recovery

252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 252+ SpD Talonflame: 139-164 (38.7 - 45.6%) -- guaranteed 3HKO after Leftovers recovery

Landorus Earth Power vs. Talonflame: PFFFFT

Issue is, it cannot do much back, but...

0 SpA Talonflame Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 164-196 (51.4 - 61.4%) -- guaranteed 2HKO

So.... this can technically be a thing.
 
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I would consider (on Excadrill) Rapid Spin > Swords Dance. To make up for the power loss, use a Life Orb. This is plenty powerful a sweeper.
Then consider replacing Latias with Talonflame, meaning you have another way to abuse pinsir. Talonflame and Pinsir have similar checks, so if one weakens it or kills it, then the other has a clean sweeping opporitunities.
Bulk Up Flame or Swords Dance flame would be best, but I think Bulk Up may be a bit better.

This would make your pinsir weakness next to 0, but would perhaps escalate your Landorus-I issue. After testing this, and if you find this to be true, SpDef Flame can be a good way of killing Landorus-I

Some Vaguely relevant calcs:

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 248 HP / 252+ SpD Talonflame: 91-108 (25.3 - 30%) -- 0.3% chance to 4HKO after Leftovers recovery

252 SpA Life Orb Sheer Force Landorus Psychic vs. 248 HP / 252+ SpD Talonflame: 139-164 (38.7 - 45.6%) -- guaranteed 3HKO after Leftovers recovery

Landorus Earth Power vs. Talonflame: PFFFFT

Issue is, it cannot do much back, but...

0 SpA Talonflame Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 164-196 (51.4 - 61.4%) -- guaranteed 2HKO

So.... this can technically be a thing.
Thanks for the feedback! Only thing i might be worry about is the double 4x rock weakness i gain from adding talonflame. in the case that excadrill dies for some reason or another, i get completely wrecked by rocks. I will still take these changes into consideration. :)
 
Thanks for the feedback! Only thing i might be worry about is the double 4x rock weakness i gain from adding talonflame. in the case that excadrill dies for some reason or another, i get completely wrecked by rocks. I will still take these changes into consideration. :)

Which is why you do not let Driller die until their stealth rocks are gone, and their rocker dead.
 
Which is why you do not let Driller die until their stealth rocks are gone, and their rocker dead.
Also, for the specially defensive talonflame, what do you suggest i have as a nature? Careful or Calm? 0- SpA Talonflame Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 148-176 (46.3 - 55.1%) -- 62.5% chance to 2HKO
 
0- SpA Talonflame Hidden Power Ice vs. 0 HP / 0 SpD Landorus: 148-176 (46.3 - 55.1%) -- guaranteed 2HKO after Stealth Rock

Depends on how you want to play it, how risky you play.
 
This looks almost like my Old Mega Pinsir Team but with Lando-I and Serperior. I will edit this comment later to give suggestions.
 
because aim and Reymedy are encouraging me to rate teams

sup Takataka, this is a solid looking team you have here. It is pretty similar to a few of the builds that I made counter teams to during the most recent OST, so I already have a pretty good idea of the threats you are weak to and some suggestions to help you address them.

Bisharp, big issue. The main reason is the # of opportunities it has to boost on your team, more specifically on Latias, Tyranitar and Amoonguss, all of which currently have no way to deter Bisharp from setting up, with the exception of Amoonguss' Spore. Bisharp is a tough cookie to cover, but one change you can consider to help is Substitute over SD on Excadrill to give you a way to avoid the Sucker Punch war. Missing out on the wallbreaking power of SD is super lame, but sub still has great utility outside of giving you a countermeasure for Bisharp.

Skarmory and Ferrothorn are annoying, laying Spikes up on the majority of your team with little to fear from the coverage most of your Pokemon currently have. You do have HP Fire Manaphy to lure Ferrothorn, but there's no guarantee this will work every time with Ferrothorn becoming more weary of scouting the move and the remainder of your team still being annoyed by it regardless. One change you can make to minimize the chances those two have to lay hazards is Fire Blast over Crunch on Tyranitar, which I find to be the most expendable coverage given the importance of your other moves. If you want to give Fire Blast a try, a change of EVs is advisable. 248 HP / 96 Atk / 112 SpA / 44 SpD / 8 Spe with Brave is a viable choice, with the SpA killing Bisharp after a round of SR and LO and the bulk rounding things off.

As sweet as Healing Wish is on Latias, I do think that your team would benefit more from Roost. Latias is the main defense your team has for threats like Charizard-Y, Landorus-I and Venusaur-Mega. Without recovery, Latias won't be sticking around long on a team like this and if it dies, you will become very vulnerable to them and others. Because of this, I highly recommend considering the option over Healing Wish.

On the subject of Venusaur-Mega, I do think it's an underrated threat for this team. You do have Pinsir and Latias to scare it away, but that's all they do: scare it away until it comes back later. Pinsir and Latias can't switch in reliably on Sludge Bomb and the majority of teams featuring the plant are well prepared for those two guys. This coupled with the remainder of your team having trouble breaking through Venusaur leads me to suggest considering Psychic over Ice Beam on Manaphy, which has added benefits like hitting Keldeo and Rotom-W for good damage. The targets of Ice Beam, like Lati@s and Celebi, are already covered by your teammates so the loss is negligible.

Amoonguss. I understand its role on this team as a Lopunny, Keldeo and Azumarill check, but I still feel the slot can be put to better use. Have you considered using Clefable in its place? It retains the check to Lopunny and Keldeo, provides additional dragon coverage and gives you a way to better deal with Tornadus-T, who is currently everywhere and troubling for you between U-turn, removing items with Knock Off and gaining all the health back with Regenerator. If the justification for keeping Amoonguss is Belly Drum Azumarill, I would like to note that the mushroom isn't a very reliable answer because it is slower and loses to a +6 Knock Off. It's definitely a threat after a Belly Drum, but manageable between Latias, Pinsir's priority and Manaphy. Losing Amoonguss does mean you lose a switch in to things like Play Rough from AV Azumarill and Moonblast from Diancie. However, depending on which one concerns you most, you can tailor Clefable's EV spread to better deal with those attacks: physical defensive in the case of Azumarill, or a mixed spread with special defense in the case of Diancie.

clefable.png
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Thunder Wave

Thunder Wave to cripple switch ins like Heatran and further help with Venusaur, while slowing things down for your team. You may also consider a mixed spread with 252 HP / 160 Def / 96 SpD and Calm if you think the special defense would be better for Diancie and Tornadus-T, but I went with physical defensive here for your initial concern of Azumarill.

Keep on pumping out S rank teams yo.
 
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because aim and Reymedy are encouraging me to rate teams

sup Takataka, this is a solid looking team you have here. It is pretty similar to a few of the builds that I made counter teams to during the most recent OST, so I already have a pretty good idea of the threats you are weak to and some suggestions to help you address them.

Bisharp, big issue. The main reason is the # of opportunities it has to boost on your team, more specifically on Latias, Tyranitar and Amoonguss, all of which currently have no way to deter Bisharp from setting up, with the exception of Amoonguss' Spore. Bisharp is a tough cookie to cover, but one change you can consider to help is Substitute over SD on Excadrill to give you a way to avoid the Sucker Punch war. Missing out on the wallbreaking power of SD is super lame, but sub still has great utility outside of giving you a countermeasure for Bisharp.

Skarmory and Ferrothorn are annoying, laying Spikes up on the majority of your team with little to fear from the coverage most of your Pokemon currently have. You do have HP Fire Manaphy to lure Ferrothorn, but there's no guarantee this will work every time with Ferrothorn becoming more weary of scouting the move and the remainder of your team still being annoyed by it regardless. One change you can make to minimize the chances those two have to lay hazards is Fire Blast over Crunch on Tyranitar, which I find to be the most expendable coverage given the importance of your other moves. If you want to give Fire Blast a try, a change of EVs is advisable. 248 HP / 96 Atk / 112 SpA / 44 SpD / 8 Spe with Brave is a viable choice, with the SpA killing Bisharp after a round of SR and LO and the bulk rounding things off.

As sweet as Healing Wish is on Latias, I do think that your team would benefit more from Roost. Latias is the main defense your team has for threats like Charizard-Y, Landorus-I and Venusaur-Mega. Without recovery, Latias won't be sticking around long on a team like this and if it dies, you will become very vulnerable to them and others. Because of this, I highly recommend considering the option over Healing Wish.

On the subject of Venusaur-Mega, I do think it's an underrated threat for this team. You do have Pinsir and Latias to scare it away, but that's all they do: scare it away until it comes back later. Pinsir and Latias can't switch in reliably on Sludge Bomb and the majority of teams featuring the plant are well prepared for those two guys. This coupled with the remainder of your team having trouble breaking through Venusaur leads me to suggest considering Psychic over Ice Beam on Manaphy, which has added benefits like hitting Keldeo and Rotom-W for good damage. The targets of Ice Beam, like Lati@s and Celebi, are already covered by your teammates so the loss is negligible.

Amoonguss. I understand its role on this team as a Lopunny, Keldeo and Azumarill check, but I still feel the slot can be put to better use. Have you considered using Clefable in its place? It retains the check to Lopunny and Keldeo, provides additional dragon coverage and gives you a way to better deal with Tornadus-T, who is currently everywhere and troubling for you between U-turn, removing items with Knock Off and gaining all the health back with Regenerator. If the justification for keeping Amoonguss is Belly Drum Azumarill, I would like to note that the mushroom isn't a very reliable answer because it is slower and loses to a +6 Knock Off. It's definitely a threat after a Belly Drum, but manageable between Latias, Pinsir's priority and Manaphy. Losing Amoonguss does mean you lose a switch in to things like Play Rough from AV Azumarill and Moonblast from Diancie. However, depending on which one concerns you most, you can tailor Clefable's EV spread to better deal with those attacks: physical defensive in the case of Azumarill, or a mixed spread with special defense in the case of Diancie.

clefable.png
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Thunder Wave

Thunder Wave to cripple switch ins like Heatran and further help with Venusaur, while slowing things down for your team. You may also consider a mixed spread with 252 HP / 160 Def / 96 SpD and Calm if you think the special defense would be better for Diancie and Tornadus-T, but I went with physical defensive here for your initial concern of Azumarill.

Keep on pumping out S rank teams yo.
Hey Style! These recommendations are definitely welcome! However,The thing with a defensive clefable is, I open up a weakness to choice banded azumarill. The other changes have a very high possibility of making it on the team. The tyranitar spread is very helpful!
 
because aim and Reymedy are encouraging me to rate teams

sup Takataka, this is a solid looking team you have here. It is pretty similar to a few of the builds that I made counter teams to during the most recent OST, so I already have a pretty good idea of the threats you are weak to and some suggestions to help you address them.

Bisharp, big issue. The main reason is the # of opportunities it has to boost on your team, more specifically on Latias, Tyranitar and Amoonguss, all of which currently have no way to deter Bisharp from setting up, with the exception of Amoonguss' Spore. Bisharp is a tough cookie to cover, but one change you can consider to help is Substitute over SD on Excadrill to give you a way to avoid the Sucker Punch war. Missing out on the wallbreaking power of SD is super lame, but sub still has great utility outside of giving you a countermeasure for Bisharp.

Skarmory and Ferrothorn are annoying, laying Spikes up on the majority of your team with little to fear from the coverage most of your Pokemon currently have. You do have HP Fire Manaphy to lure Ferrothorn, but there's no guarantee this will work every time with Ferrothorn becoming more weary of scouting the move and the remainder of your team still being annoyed by it regardless. One change you can make to minimize the chances those two have to lay hazards is Fire Blast over Crunch on Tyranitar, which I find to be the most expendable coverage given the importance of your other moves. If you want to give Fire Blast a try, a change of EVs is advisable. 248 HP / 96 Atk / 112 SpA / 44 SpD / 8 Spe with Brave is a viable choice, with the SpA killing Bisharp after a round of SR and LO and the bulk rounding things off.

As sweet as Healing Wish is on Latias, I do think that your team would benefit more from Roost. Latias is the main defense your team has for threats like Charizard-Y, Landorus-I and Venusaur-Mega. Without recovery, Latias won't be sticking around long on a team like this and if it dies, you will become very vulnerable to them and others. Because of this, I highly recommend considering the option over Healing Wish.

On the subject of Venusaur-Mega, I do think it's an underrated threat for this team. You do have Pinsir and Latias to scare it away, but that's all they do: scare it away until it comes back later. Pinsir and Latias can't switch in reliably on Sludge Bomb and the majority of teams featuring the plant are well prepared for those two guys. This coupled with the remainder of your team having trouble breaking through Venusaur leads me to suggest considering Psychic over Ice Beam on Manaphy, which has added benefits like hitting Keldeo and Rotom-W for good damage. The targets of Ice Beam, like Lati@s and Celebi, are already covered by your teammates so the loss is negligible.

Amoonguss. I understand its role on this team as a Lopunny, Keldeo and Azumarill check, but I still feel the slot can be put to better use. Have you considered using Clefable in its place? It retains the check to Lopunny and Keldeo, provides additional dragon coverage and gives you a way to better deal with Tornadus-T, who is currently everywhere and troubling for you between U-turn, removing items with Knock Off and gaining all the health back with Regenerator. If the justification for keeping Amoonguss is Belly Drum Azumarill, I would like to note that the mushroom isn't a very reliable answer because it is slower and loses to a +6 Knock Off. It's definitely a threat after a Belly Drum, but manageable between Latias, Pinsir's priority and Manaphy. Losing Amoonguss does mean you lose a switch in to things like Play Rough from AV Azumarill and Moonblast from Diancie. However, depending on which one concerns you most, you can tailor Clefable's EV spread to better deal with those attacks: physical defensive in the case of Azumarill, or a mixed spread with special defense in the case of Diancie.

clefable.png
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Moonblast
- Calm Mind
- Soft-Boiled
- Thunder Wave

Thunder Wave to cripple switch ins like Heatran and further help with Venusaur, while slowing things down for your team. You may also consider a mixed spread with 252 HP / 160 Def / 96 SpD and Calm if you think the special defense would be better for Diancie and Tornadus-T, but I went with physical defensive here for your initial concern of Azumarill.

Keep on pumping out S rank teams yo.

Do you suggest i keep air balloon or add life orb for the power loss i have from no swords dance?
 
Both are viable options and have their benefits.

One big reason to consider keeping Air Balloon is opposing Excadrill, which can pose a p. serious threat to your team since you don't exactly have a reliable switch in/answer under sand otherwise. Having Air Balloon on your own Excadrill helps with this problem and is definitely justification to keep it. Another benefit of Air Balloon is that it gives you a way to "check" Landorus-I if you need to in a pinch, assuming it isn't using Focus Blast, which a lot aren't nowadays. Having additional ways to handle Landorus-I in ORAS OU is always welcome given how big of a threat it is, so it doesn't hurt!

If you feel the above isn't a concern for you and prefer more power, giving your Excadrill Life Orb is a possibility for sure! If you do this, you might want to consider using a Jolly nature to at the least be faster than other Excadrill, which mostly run Adamant.

On this team I am personally leaning towards Air Balloon, but it's all a matter of your preference and what you value. Give each a try and see what you end up liking the most, and that applies to most other suggestions too :)

As an aside, if you're going with the Tyranitar suggestion, don't forget to add Fire Blast on to the set over Crunch, otherwise the spread won't serve much purpose :o
 
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Both are viable options and have their benefits.

One big reason to consider keeping Air Balloon is opposing Excadrill, which can pose a p. serious threat to your team since you don't exactly have a reliable switch in/answer under sand otherwise. Having Air Balloon on your own Excadrill helps with this problem and is definitely justification to keep it. Another benefit of Air Balloon is that it gives you a way to "check" Landorus-I if you need to in a pinch, assuming it isn't using Focus Blast, which a lot aren't nowadays. Having additional ways to handle Landorus-I in ORAS OU is always welcome given how big of a threat it is, so it doesn't hurt!

If you feel the above isn't a concern for you and prefer more power, giving your Excadrill Life Orb is a possibility for sure! If you do this, you might want to consider using a Jolly nature to at the least be faster than other Excadrill, which mostly run Adamant.

On this team I am personally leaning towards Air Balloon, but it's all a matter of your preference and what you value. Give each a try and see what you end up liking the most, and that applies to most other suggestions too :)

As an aside, if you're going with the Tyranitar suggestion, don't forget to add Fire Blast on to the set over Crunch, otherwise the spread won't serve much purpose :o
Thanks for the feedback! i changed crunch to fire blast :]
 
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