ORAS OU New guy's team

Hello everyone, new to the forum and more or less new to playing competitive. I have a somewhat unique approach in which I'll just use pokemons I like (sorry Clefable I know you're OP as hell but I dont like you, or Amoonguss, or Gardevoir, etc. well that's just me).
So after getting some ideas from articles and teams in this forum, I built this team and have tested it with good results so far. Have only tested it on random battles online though. So with no further ado...!!!

Team Layout

pinsir-mega.gif
chesnaught.gif
excadrill.gif
tyranitar.gif
121.gif
magneton.gif


pinsir-mega.gif
chesnaught.gif
For starters, Chesnaught is kinda like my favorite Pokemon overall. I just thought "why not build an OU team around him?", and here's my approach to it. Firstly, I looked for a good Mega to complement him and I think Mega-Pinsir does it very well, hence, these two guys will be the base for my team.
excadrill.gif

Now then, Mega-Pinsir is really, really powerful... but some support is needed right?, that's how I Initially thought on using rapid spin Excadrill.
tyranitar.gif

I felt some additional support was needed in the form of hazards, that way, Tyranitar was added to be my Stealth rock setter. This, alongside Chesnaught's spikes are meant to be used to wither down my opponent's pokes and help with Mega-Pinsir's potential sweep. It's Sand Stream also works wonders alongside Excadrill's Sand Rush so there's a mini combo here.
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But fire is a nasty problem... out of 4 pokes so far, 3 are weak to fire. To deal with this, Starmie came to my mind firstly because as of now all my pokes were physical attackers and secondly I felt an alternative rapid spinner was needed. In the end after taking multiple reccomendations from this forum, I left Starmie as my spinner and turned Excadrill into a Swords Dance sweeper.
gengar.gif

Lastly it'd just be unfair to lose countless layers of Stealth Rock and Spikes to some rapid spinner in a single turn, hence, Gengar was chosen as my spinblocker. Sludge Wave also works against Fairies.
gengar.gif
->
magneton.gif

After some further recommendations, I opted for Magneton over Gengar to deal with one of the team's weaknesses; Skarmory. As Rampecker said, Im using this guy over Magnezone due to it's higher speed

My pokes sets
pinsir-mega.gif

Kairo (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature (+Spe, -SpA)
- Swords Dance
- Return
- Close Combat
- Quick Attack
Megas always come first, yeah, Pinsir in this case... an amazing wallbreaker that can become an outright nuker after a single Swords Dance. Return is his main STAB move (because Aerilate is simply amazing) while Close Combat offers good additional coverage. Too bad X-Scissor is out of this setup, such a cool move, oh well. Lastly, Quick Attack is almost self explanatory: priority, STAB, Aerilate boost, cool!

chesnaught.gif

Brig (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 36 Def / 220 Spe
Impish Nature
- Leech Seed
- Spikes
- Drain Punch
- Wood Hammer
Sadly this cookie cutter set is pretty much the only one that Chesnaught can use to survive in the OU metagame, but thankfully he does it, surviving I mean, very well. As a Physical Wall/Tank/Bunker, Leech Seed allows him to recover a big deal of damage alongside Drain Punch, which is also a nice STAB move. This way, Ches can deal considerable amounts of damage and survive for a loooong time. Spikes make him a supporter for the rest of the team, mainly for Mega-Pinsir in order to help him sweeping, and given Chesnaught's bulk, at least a couple layers of spikes can be set before he goes down. Lastly, Wood Hammer is this guy's top STAB move, it hits really hard and the recoil can be somewhat lessened thanks to Leftovers + Leech Seed + Drain Punch. The EV spread may seem weird at first, but as Rampecker pointed it out, helps me deal with Azumarill while still being able to check some physical threats

excadrill.gif

Doryu (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
In the end he turned out to be a sweeper that abuses the Sand Steam-Sand Rush combo. Earthquake and Iron Head are Excadrills strongest and most realiable STAB moves, plus Iron Head can flinch, yay!. Rock Slide hits the numerous flying types lurking the meta and finally I chose Rapid Spin since entry hazards can cook Mega-pinsir alive opted for Swords Dance to help with the sweep, as it was pointed out that more than one hazard remover isnt a good or optimal idea and is pretty much redundant.

tyranitar.gif

Giras (Tyranitar) (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit
Chesnaught is my first entry hazard setter, but I want to overdo it here because doing 50/60/75% damage on a single switch-in is cool and helps a lot with Mega-Pinsir's/Excadrill's sweep, that's why Stealth Rock Tyranitar was added to the team. Stone Edge deals with Flying types and thanks to Tyranitar's high attack, many threats can be OHKOed. Fire Blast, which was used first cripples rampant Steel, Grass and Bug types Ice Beam is used mainly to counter Landorus, but also works against the ever-present Dragon types. Lastly, thanks to it's pursuit, defoggers can also be taken care of (Im talking about you Lati siblings). His last role for the team involves Sand Streaming Excadrill into a sweeper.

121.gif

Star (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Rapid Spin
Because Shiny Starmie looks better than regular Starmie (...) Now let's get down to business: Hydro Pump is Starmie's most powerful STAB move, offers some nice coverage along my other guy's moves and can be further boosted by Analytic. Ice Beam helps with further coverage against Grass and Dragon types. Psychic is Starmie's other STAB move and can partially cover what Hydro Pump doesnt. Scald is a more reliable Hydro Pump, albeit weaker but with a chance to burn and is my Starmie's main source of damage, it's also a STAB move. Toxic was added on Rampecker's suggestion to deal with bulky switch-ins. Recover was a move I neglected, but I got my eyes opened... it is needed alongside Leftovers to give Starmie longevity as an entry hazard remover. Lastly, Rapid Spin is there for mere utility because Mega-Pinsir needs it.

magneton.gif

Coil (Magneton) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
Magneton won the last slot against Gengar (or even Cofagrigus, who I also thought on using) thanks to Magnet Pull. Thunderbolt and Flash Cannon are its main STAB moves and Hidden Power Fire deals with the poor trapped souls (steel types). Lastly, Volt Switch is there to allow Magneton an escape from potential threats. For now, this guy was favored over Magnezone due to its higher speed and ability to counter and outspeed things like Weavile while still being able to check Water types effectively.

kairo (Pinsir) (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Brig (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 36 Def / 220 Spe
Impish Nature
- Leech Seed
- Spikes
- Drain Punch
- Wood Hammer

Doryu (Excadrill) (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Giras (Tyranitar) (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit

Star (Starmie) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Rapid Spin
- Recover

Coil (Magneton) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Any help and constructive criticism is really appreciated, but please dont go destroying my team by saying I should remove/replace Chesnaught or stuff like that. Also, as I said before, I wont use pokes I dont like... that's just how I am and how I want to enjoy the game

Thanks for the read!
 
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Tbh for a newcomer the team is good but in my eyes there is still a couple things you need change,first gengar isn't a very good spin blocker as it can be easily predictable and is wrecked by spinners anyway(starmie and excadrill basically)and you dont have a fairy problem you have excadrill lol gengar definitely needs a change.You need a much better ground immunity than what you got now plus you have 0 answers to landorus excadrill ect i would add a defensive landorus,the item in this case leftovers since you dont have much else for the things landorus counters if it dies so you need it to be able to have some form of recovery so it can switch into the threat consistently,rocky helmet still works as well or better than leftovers though so you should take that into consideration i feel,earthquake is landorus strongest attack and is just great attack in general,its next attack should be stone edge so it can hit flying/levitating Pokemon with ease that would be immune to its stab earthquake its next attack is knock off to cripple things like heatran and other landorus that rely on its item heavily,as its final attack U-turn this attack helps you gain momentum against the opponent toxic also works here as it weakens threats to yoyr team like keldeo ect a spread of 252 hp ,240 defense 8 speacial defense 8 speed is used to live a hit from mega manectrics hidden power ice and the 8 speed lets it outspeed maxs speed jolly Azumarill.Tbh i would make that starmie a defensive variant to take hits from keldeo since keldeo is a huge threat to you if so use a spread of 252 speed timid to tie with raikou and 252 hp to maximize its bulk without the loss of speed put the 4 in speacial defense and natural cure to absorb status for its teammates scald over hydro pump is also needed when using the defensive variant and recover over ice beam as well.Since you like chestnaut a lot so im not going to suggest breloom over it i hope ny suggestions helped gl on the ladder :) .
 
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Hey man, nice team you have there but I have a couple of suggestions. Mega Sableye seems very annoying to the build because the two Pokemon who aren't susceptible to Will-O-Wisp, Starmie and Gengar, and both vulnerable to Knock Off. Weavile is a huge conundrum to the build as you lack a solid switch-in, and your only check to it is Excadrill in the sand(and Chesnaught can only take it on when healthy).

My first suggestion is Keldeo>Chesnaught. I feel like Chesnaught is a liability on the team when it comes to applying pressure on an opponent's team, because it's a momentum sapper. The way you play Mega Pinsir teams is to play more aggressive, and you can't do that with Chesnaught. On the flip side, Keldeo is an offensive presence that can switch into multiple dark type Pokemon like Chesnaught. In addition, it appreciates Tyranitar to Pursuit trap its checks such as the Lati-Twins. With Rest+Sleep Talk, you'll be able to switch into Mega Sableye multiple times, since it can recover off the burn damage and still attack.

My next suggestion is Scarf Latios>Starmie. I feel like multiple hazard removers is a bit redundant. In addition, one of the drawbacks to losing Chesnaught however, is that you become a pretty susceptible to Mega Lopunny with nothing really to switch into it and the lack of checks as well. Scarf Latios can surprise your opponent and OHKO Mega Lopunny with a single Psyshock, before it goes for its normal stab/ice coverage. In addition, Trick allows Latios to cripple in switch-ins such as Clefable, Klefki, and Specially Defensive Jirachi. Lastly, Latios gives your team a second Mega Venusaur check, first one being Mega Pinsir.

Last suggestion is Magnezone>Gengar. Magnezone on the team has good synergy with Mega Pinsir, trapping its usual check Skarmory, and killing it with Thunderbolt(with the exception of Sturdy being intact). Magnezone also helps other teammates out such as Latios, since it loves Ferrothorn out of the way. Like Gengar, Magnezone is also a pretty good Azumarill check, which you need because it pretty much annihilates the rest of your team.

Pinsir (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

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

Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Fire Blast
- Pursuit

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Rest
- Sleep Talk

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Ice Beam
- Draco Meteor
- Trick
 
Hi! You have a nice looking team, personally I feel like Chesnaught is a decent mon to use in OU so im glad someone decided to build around it.

Now when it comes to your team I found these problems: SpDef Skarmory can be really annoying to your team, it walls 4 mons in your team and the only one that doesn't struggle with it is Starmie. Offensive Water Types like Manaphy and Jolly Azumarill can be a problem too, Azumarill has priority for Excadrill and it does a lot of damage to Gengar, Manaphy has the bulk to take Excadrill's hits which means that, once again, you have to rely on Starmie, Gengar or M-Pinsir ( if it's mega'd) to revenge kill it. Weavile outspeeds the majority of your team, the main problem here is that you have 2 pursuit weak mons, that isn't good in a meta where pursuit is everywhere. You don't need to switch a lot of mons to fix these problems, but some set changes are appreciated to have a better team.

082.png
Scarf Magneton >
094.png
Gengar:
With a hazard stack team I understand why you wanted Gengar, however, it isn't a great spin blocker due to bad defensive stats + it loses to the common spinners in the tier (Starmie, Excadrill), Gengar just gives you another Pursuit Bait mon which isn't good in this meta. Magneton does a lot for your team, it traps Skarmory which was annoying for your team + Ferrothorn and M-Scizor, this helps Excadrill and M-Pinsir as it gives them an opportunity to sweep. The main reason I chose Magneton over Magnezone is because it can outspeed Weavile and revenge kill it, which is something that your team needed and it gives you another check to Manaphy and other water types.

248.png
Ice Beam > Fire Blast:
With Magneton on your team you have a reliable way to deal with M-Scizor and Ferrothorn so Fire Blast seems redundant. Ice Beam is a better option since it stops Defensive Landorus from setting up rocks for free and it weakens it a lot for Excadrill and Pinsir.

121.png
Bulky Starmie > Offensive:
The main purpose of this change is to have a more consistent spinner on your team instead of taking 2 members. This also provides a better Keldeo and Heatran switchin which were annoying to deal with before. It gives you a more consistent spinner because it has reliable recovery which means is going to last longer in battle. I decided to use Toxic over Psyshock because being able to poison bulky water types like Slowbro is useful for your team and it still beats Keldeo. This also gives you a nice status absorber thanks to Natural Cure.

530.png
Swords Dance > Rapid Spin:
Having 2 rapid spin users in 1 team is never a good idea, with Bulky Starmie on your team you don't need Rapid Spin on Excadrill. This gives you the opportunity to run Swords Dance which works pretty well with Air Ballon since it pretty much gives you a free SD vs Landorus. It also gives you another win condition and this way it's able to weaken fat ground types like Landorus, Garchomp and Hippowdon for M-Pinsir. You can consider Jolly > Adamant, the main reason for this is that it's able to outspeed Adamant M-Medicham which is a big problem in this meta, so giving it the least amount of free switches is optimal.

652.png
Fast Chesnaught > Slow:
Like I said before, Jolly Azumarill can be a problem to your team, with Bulky Mie over Offensive on your team Jolly BD Azumarill becomes a problem too since it can get a free set up if you don't burn it with Scald. A Spread of 220 Speed, 36 Def and 252 HP with an Impish Nature is what I recommend to outspeed Max Speed Azumarill and OHKO it with Wood Hammer after rocks damage and with this spread you're still able to check physical attackers like Breloom, Bisharp, Landorus-T and M-Lopunny decently well.

That's it for my rate, as you can see I only changed 1 mon and fixed a few sets to make the team last longer in battle while still keeping offensive presence. Some mons that can annoy your team are M-Diancie and Choice Band Terrakion since you don't have reliable switchins to them, but between Bulky Starmie, Sand Rush Excadrill and Scarf Magneton you should have enough ways to play around it. I hope you like the changes, have fun using the new team!

Pinsir (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Chesnaught (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 36 Def / 220 Spe
Impish Nature
- Leech Seed
- Spikes
- Drain Punch
- Wood Hammer

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Rapid Spin
- Recover

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
 
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Tbh for a newcomer the team is good but in my eyes there is still a couple things you need change,first gengar isn't a very good spin blocker as it can be easily predictable and is wrecked by spinners anyway(starmie and excadrill basically)and you dont have a fairy problem you have excadrill lol gengar definitely needs a change.You need a much better ground immunity than what you got now plus you have 0 answers to landorus excadrill ect i would add a defensive landorus,the item in this case leftovers since you dont have much else for the things landorus counters if it dies so you need it to be able to have some form of recovery so it can switch into the threat consistently,rocky helmet still works as well or better than leftovers though so you should take that into consideration i feel,earthquake is landorus strongest attack and is just great attack in general,its next attack should be stone edge so it can hit flying/levitating Pokemon with ease that would be immune to its stab earthquake its next attack is knock off to cripple things like heatran and other landorus that rely on its item heavily,as its final attack U-turn this attack helps you gain momentum against the opponent toxic also works here as it weakens threats to yoyr team like keldeo ect a spread of 252 hp ,240 defense 8 speacial defense 8 speed is used to live a hit from mega manectrics hidden power ice and the 8 speed lets it outspeed maxs speed jolly Azumarill.Tbh i would make that starmie a defensive variant to take hits from keldeo since keldeo is a huge threat to you if so use a spread of 252 speed timid to tie with raikou and 252 hp to maximize its bulk without the loss of speed put the 4 in speacial defense and natural cure to absorb status for its teammates scald over hydro pump is also needed when using the defensive variant and recover over ice beam as well.Since you like chestnaut a lot so im not going to suggest breloom over it i hope ny suggestions helped gl on the ladder :) .

Thanks a lot for the help! I'll take your advice and replace Gengar, most likely for Magneton/Magnezone... I also forgot Excadrill was there already to take care of Fairies XD
Also kudos to your suggested Starmie setup, I think I'll go with it.

Hey man, nice team you have there but I have a couple of suggestions. Mega Sableye seems very annoying to the build because the two Pokemon who aren't susceptible to Will-O-Wisp, Starmie and Gengar, and both vulnerable to Knock Off. Weavile is a huge conundrum to the build as you lack a solid switch-in, and your only check to it is Excadrill in the sand(and Chesnaught can only take it on when healthy).

My first suggestion is Keldeo>Chesnaught. I feel like Chesnaught is a liability on the team when it comes to applying pressure on an opponent's team, because it's a momentum sapper. The way you play Mega Pinsir teams is to play more aggressive, and you can't do that with Chesnaught. On the flip side, Keldeo is an offensive presence that can switch into multiple dark type Pokemon like Chesnaught. In addition, it appreciates Tyranitar to Pursuit trap its checks such as the Lati-Twins. With Rest+Sleep Talk, you'll be able to switch into Mega Sableye multiple times, since it can recover off the burn damage and still attack.

My next suggestion is Scarf Latios>Starmie. I feel like multiple hazard removers is a bit redundant. In addition, one of the drawbacks to losing Chesnaught however, is that you become a pretty susceptible to Mega Lopunny with nothing really to switch into it and the lack of checks as well. Scarf Latios can surprise your opponent and OHKO Mega Lopunny with a single Psyshock, before it goes for its normal stab/ice coverage. In addition, Trick allows Latios to cripple in switch-ins such as Clefable, Klefki, and Specially Defensive Jirachi. Lastly, Latios gives your team a second Mega Venusaur check, first one being Mega Pinsir.

Last suggestion is Magnezone>Gengar. Magnezone on the team has good synergy with Mega Pinsir, trapping its usual check Skarmory, and killing it with Thunderbolt(with the exception of Sturdy being intact). Magnezone also helps other teammates out such as Latios, since it loves Ferrothorn out of the way. Like Gengar, Magnezone is also a pretty good Azumarill check, which you need because it pretty much annihilates the rest of your team.

Pinsir (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

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

Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Fire Blast
- Pursuit

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Rest
- Sleep Talk

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Ice Beam
- Draco Meteor
- Trick

Thanks a lot for your reply.
  • First of, ditching Chesnaught is a no-no, he's my favorite poke :/ kinda like Ash (if he's still around in the series, I dont know) ditching Pikachu
  • Secondly, I agree multiple hazard removers was redundant, so I think I'll keep both Excadrill as a Swords Dance sweeper and Starmie as a fast and reliable hazard remover with Recovery.
  • Lastly, yup, everyones suggesting Magneton/zone over Gengar, so I'll do it XD Still not sure on which of the two Magnes to use.

Hi! You have a nice looking team, personally I feel like Chesnaught is a decent mon to use in OU so im glad someone decided to build around it.

Now when it comes to your team I found these problems: SpDef Skarmory can be really annoying to your team, it walls 4 mons in your team and the only one that doesn't struggle with it is Starmie. Offensive Water Types like Manaphy and Jolly Azumarill can be a problem too, Azumarill has priority for Excadrill and it does a lot of damage to Gengar, Manaphy has the bulk to take Excadrill's hits which means that, once again, you have to rely on Starmie, Gengar or M-Pinsir ( if it's mega'd) to revenge kill it. Weavile outspeeds the majority of your team, the main problem here is that you have 2 pursuit weak mons, that isn't good in a meta where pursuit is everywhere. You don't need to switch a lot of mons to fix these problems, but some set changes are appreciated to have a better team.

082.png
Scarf Magneton >
094.png
Gengar:
With a hazard stack team I understand why you wanted Gengar, however, it isn't a great spin blocker due to bad defensive stats + it loses to the common spinners in the tier (Starmie, Excadrill), Gengar just gives you another Pursuit Bait mon which isn't good in this meta. Magneton does a lot for your team, it traps Skarmory which was annoying for your team + Ferrothorn and M-Scizor, this helps Excadrill and M-Pinsir as it gives them an opportunity to sweep. The main reason I chose Magneton over Magnezone is because it can outspeed Weavile and revenge kill it, which is something that your team needed and it gives you another check to Manaphy and other water types.

248.png
Ice Beam > Fire Blast:
With Magneton on your team you have a reliable way to deal with M-Scizor and Ferrothorn so Fire Blast seems redundant. Ice Beam is a better option since it stops Defensive Landorus from setting up rocks for free and it weakens it a lot for Excadrill and Pinsir.

121.png
Bulky Starmie > Offensive:
The main purpose of this change is to have a more consistent spinner on your team instead of taking 2 members. This also provides a better Keldeo and Heatran switchin which were annoying to deal with before. It gives you a more consistent spinner because it has reliable recovery which means is going to last longer in battle. I decided to use Toxic over Psyshock because being able to poison bulky water types like Slowbro is useful for your team and it still beats Keldeo. This also gives you a nice status absorber thanks to Natural Cure.

530.png
Swords Dance > Rapid Spin:
Having 2 rapid spin users in 1 team is never a good idea, with Bulky Starmie on your team you don't need Rapid Spin on Excadrill. This gives you the opportunity to run Swords Dance which works pretty well with Air Ballon since it pretty much gives you a free SD vs Landorus. It also gives you another win condition and this way it's able to weaken fat ground types like Landorus, Garchomp and Hippowdon for M-Pinsir. You can consider Jolly > Adamant, the main reason for this is that it's able to outspeed M-Medicham which is a big problem in this meta, so giving it the least amount of free switches is optimal.

652.png
Fast Chesnaught > Slow:
Like I said before, Jolly Azumarill can be a problem to your team, with Bulky Mie over Offensive on your team Jolly BD Azumarill becomes a problem too since it can get a free set up if you don't burn it with Scald. A Spread of 220 Speed, 36 Def and 252 HP with an Impish Nature is what I recommend to outspeed Max Speed Azumarill and OHKO it with Wood Hammer after rocks damage and with this spread you're still able to check physical attackers like Breloom, Bisharp, Landorus-T and M-Lopunny decently well.

That's it for my rate, as you can see I only changed 1 mon and fixed a few sets to make the team last longer in battle while still keeping offensive presence. Some mons that can annoy your team are M-Diancie and Choice Band Terrakion since you don't have reliable switchins to them, but between Bulky Starmie, Sand Rush Excadrill and Scarf Magneton you should have enough ways to play around it. I hope you like the changes, have fun using the new team!

Pinsir (M) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Chesnaught (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 36 Def / 220 Spe
Impish Nature
- Leech Seed
- Spikes
- Drain Punch
- Wood Hammer

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Rapid Spin
- Recover

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Glad to see someone likes me building a team with Chesnaught as a starting point :)
Now then, regarding your suggestions:
  • Agreed on Gengar, Im still not completely sold on Magneton over Magnezone, but as you said, outspeeding Weavile is always nice so I'll test him for now.
  • You're right on this one too, Ice Beam it is! specially since Starmie wont have it now.
  • Now regarding Starmie, your suggested setup turns it into a full support poke and I think I'll go with it... I was having trouble with both Keldeo and Heatran so Im 1000% sold on this one.
  • I have been thinking really hard on Swords Dance over Rapid Spin for Excadrill but for whatever reason I wasn't completely sold on it until you explicitely pointed it out. I'm also liking the Jolly suggestion :D
  • Your last suggestion worries me a little bit because IMO Chesnaught's selling point relies in taking hits like there's no tomorrow. However what you're saying is true, Azumarill has proven to be problematic for my team, so basically, I'll take this suggestion as well and hope Chesnaught can still wall like before.
For now I'll edit the main post with this team, I like it (y)
 
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