ORAS OU Pinsir what??

Hey guys, Biskit back here, with another team. After reading njnp's rmt on hoopa-u I decided to try that monster out for myself (again). I went on a bit of an unorthodox path this time around, but hey whatever works right.

TEAM OVERVIEW
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The Hoopa-U + mega pinsir core provides enormous wall-breaking potential, and can usually tear through most teams. I went with a scarf rachi to complement speed and some healing wish support. Double-Dragon defensive core, with an azu to round out. As much as I would have liked to add raikou for some nice volt-turn action, azumarill is just far too valuable to give up.
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DETAILS
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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 32 HP / 48 Atk / 252 SpA / 176 Spe
Naive Nature
- Fire Punch
- Drain Punch
- Psyshock
- Dark Pulse
I swiped this set straight from that rmt so all creds for this go to njnp and ABR. Only change i made is switching out gunk shot for Fire punch. Just a quick rundown because I have to though: 48 Atk is to 2HKO chansey after rocks, heatran without rocks with drain punch. Dark pulse is for physical walls like tankchomp and hippo, while psyshock murks Torn-T (OHKO after rocks). Fire punch is for ferrothorn, which is otherwise very annoying for this team, as psyshock 2HKO's most variants of clef, and fairies aren't too big of an issue anyways.

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Pinsir-Mega @ Pinsirite
Ability: Moxie
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat
This is one scary bug. Hitting a whopping 409 Atk, this bug can sweep through teams with only a little bit of help required. Aerilate gives it STAB frustration and quick attack. SD is to boost his attack to unfair levels, and Close Combat rounds out its coverage making it walled by very little. With an impressive 120/90 defenses after mega and with healing wish support, it is usually safe to just SD up, get a kill, and then switch out.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
This is the most standard, bread and butter scarf rachi. Its main role is to provide u-turn and healing wish support for hoopa and pinsir, as well as enough speed to revenge kill any mega and most of the other relevant scarfers. Everyone should understand this set by now but, Iron head is for patching up a fairy weakness, FP for scizor, U-turn and healing wish for the reasons stated above. It cannot be oversaid how crucial this mon is for the integrity of the team.

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Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Defog
DROP A DRACO and show dem fools u don't care nothing about no special attack drops. I was initially considering running dual healing wish, but seeing as this is my premier switch in for mega mane and keldeo, i opted for recover which helps in the long run. This spread originated (correct me if I'm wrong) back during the XY days to live greninja's ice beam, but I still use it for the extra bulk it provides that is really needed on this team. Defog is because pinsir especially hates rocks, and hoopa doesn't particularly like them either.

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Dragon Tail
- Toxic
Now a complete staple on HO, tank chomp is one of the best switch-ins to physical attackers like lopunny, talonflame, and bisharp, and in general, there isn't much reason to not use this man. Nothing more to be said.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
Ah azumarill, what is there to not love about this bunny. Sand check, and good revenge killer. I really like creeping so I outspeed BD azu + a little extra, rest in HP. Really do need to fairy to check dragons (lati's) who otherwise really just go around being like DROP A DRACO. I ain't want none of that. Overall a very solid mon to finish up.


Threatlist:
IDK you tell me, isn't that why you're rating in the first place?
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Threatlist:
IDK you tell me, isn't that why you're rating in the first place?
why, the nerve...you're supposed to have tested the team. you tell me what's weak. i can tell you what you appear weak to but you might be able to play around it more easily in practice. seriously.

here's your threatlist that i can see without having actually played with your team:
gyara
azu
bisharp
gliscor

prob more like set up charizard-x and shit but i guess you can stop that by playing aggressively

god i'm just so flipped out at that last part i don't even feel like doing this anymore. i'm out of this one.
 
there's honestly not too many drastic changes that have to be made to your build, but the minor optimizations will improve the overall success and consistency of the team. a more offensively inclined build such as yours thrives off of generating momentum through moves such as healing wish and u-turn to provide free switches to your wallbreakers, mainly referring to lo hoopa-u, banded azumarill, and possibly mega pinsir if the match-up is appropriate (although sweepers typically come in late-game to find a set-up opportunity, mega pinsir is capable of pressuring most playstyles), as well as no passivity to actually break past defensive backbones, rather than sitting like a duck.

i'll start off by going off of what i previously mentioned, and i recommend you run lo psychic latios as opposed to latias on this build specifically. you mentioned latias is used due to it's bulk and the fact that it's capable of taking on stuff like mega manectric and keldeo, but you already have healing wish support to potentially support the backbone if it gets weakened, not to mention the fact that hoopa-u is incredibly bulky and roost latios is still capable of avoiding 2hko's from the mons' mentioned in the op. on an offensive standpoint, lo latios has a higher damage output in general and is not passive; i particularly mentioned that psychic should be ran over psyshock so that standard mixdef hippowdon isn't capable of stalling you out through slack off, and it is a mon' that mega pinsir requires to be removed or relatively low to attempt sweeping, unless you scout it's set early game.
252 SpA Life Orb Latios Psychic vs. 252 HP / 112 SpD Hippowdon: 218-257 (51.9 - 61.1%) -- 94.9% chance to 2HKO after Leftovers recovery
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252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 112 SpD Hippowdon: 313-370 (74.5 - 88%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Latios Psyshock vs. 252 HP / 144+ Def Hippowdon: 121-142 (28.8 - 33.8%) -- 97% chance to 4HKO after Leftovers recovery

the combination of draco meteor + psyshock or two draco's fails to kill hippowdon.
as for minor details, i'd definitely run superpower as opposed to knock off on banded azumarill on this team, and especially in this metagame. being walled by ferrothorn is especially annoying as you give it free turns to set up or heal through leech seed, gradually wearing down your team. with my previous change of latios, you become mildly weaker to certain offensive electric types depending on if you've taken previous damage and are in range of a 2hko, but i would run heart stamp on scarf jirachi instead of fire punch because of this. this makes you a bit more susceptible to offensive sd mega scizor, so fire blast > toxic is appreciated indefinitely on tankchomp. being locked into fire punch with your momentum generator can be problematic as the opponent may find a set-up opportunity on it or a way of taking advantage of it, while garchomp is capable of phazing around the opposing team if set-up is attempted. losing toxic doesn't put you at much of a disadvantage either as you already break past bulkier builds relatively well with the combination of hoopa-u and azumarill. also, it seems as if you just took the given spread off of njnp's hoopa-u voltturn which is incorrect as that is a spread specifically catered to the assault vest set, so i recommend changing your spread to 160 atk / 96 spatk / 252 spe with gunk shot > fire punch which aims to ohko clefable and other fairies which can be bothersome to the build depending on the set. this is more of an optional recommendation, but testing out adamant > jolly and feint > quick attack on mega pinsir would be beneficial as it has much higher damage output; being capable of guaranteeing an ohko on tankchomp at +2 and a roll in your favour on hippowdon is definitely appreciated, while feint outspeeds priority users such as talonflame and weavile.
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Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psychic
- Roost
- Defog

Azumarill @ Choice Band
Ability: Huge Power
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Dragon Tail
- Fire Blast

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Hyperspace Fury
- Gunk Shot
- Psychic
- Drain Punch

Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Close Combat
- Swords Dance
- Feint
that's all from me for now, hope i helped and have a good day! :toast:
 
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why, the nerve...you're supposed to have tested the team. you tell me what's weak. i can tell you what you appear weak to but you might be able to play around it more easily in practice. seriously.

here's your threatlist that i can see without having actually played with your team:
gyara
azu
bisharp
gliscor

prob more like set up charizard-x and shit but i guess you can stop that by playing aggressively

god i'm just so flipped out at that last part i don't even feel like doing this anymore. i'm out of this one.


LMAO sorry bout that man, I have tested it quite extensively. Haven't played against enough gyara to really gauge its threat level. Azu can be a bit annoying, gliscor is handled pretty well by most of the team.
Mega medicham is hard to switch into (as on most teams), but is outsped by mega pinsir.
VoltTurn + hazards can wear down the team pretty fast.
 
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