I tried building a Mega Pinsir team quite a while ago, but it's never really worked out that well. Back in the day, I didn't even know what a "core" was; I kinda just threw together random Pokemon that seemed to work well together and used that to try to ladder and climb. But now that I'm not young and naive anymore, I decided to try to build an actually synergistic team.
However, I seem to have hit a wall at around 1500 on the ladder. Every time I get to ~1500, I just start dropping until I get back to 1390-1400.
So please help me pick apart this team as much as possible, because I really want to build a successful Mega Pinsir team!
So here's the team preview:
Here's a teambuilding process to show what kind of role each Pokemon fulfills on the team.
So now, onto the in-depth analysis.
Wait, before I start, I'm just going to put the formatting I'm going to use here:
Nickname (Pokemon) @ Item - Explanation
Ability - Explanation
EVs - Explanation
Nature - Explanation
- Move 1 - Reason
- Move 2 - Reason
- Move 3 - Reason
- Move 4 - Reason
Checks/Counters:
Checked/Countered by:
(Keep in mind that checks and counters are all situational)
Thoughts
Now, let's start:
D!ckPinch (Pinsir) @ Pinsirite - To Mega Evolve
Ability: Hyper Cutter - I feel that Moxie and Mold Breaker are GREAT abilities, but just are too situational. While Intimidators are everywhere in OU
Happiness: 0 - So Frustration hits hard
EVs: 252 Atk / 4 Def / 252 Spe - Speed and Attack are all Pinsir really needs, so max those. 4 in HP, because why not
Jolly Nature - Speed > Power
- Earthquake/Close Combat - Coverage for Electric, Rock and Fire Types/Hits Steel Types on Air Balloons and any part Flying Type Pokemon (I still prefer Earthquake over Close Combat because it hits more of Mega Pinsir's weaknesses
- Frustration - Strong STAB, Dittos can't copy
- Quick Attack - Priority STAB, enough said
- Swords Dance - Getting nice and strong
Checks/Counters:
Checked/Countered by:
I usually play Mega Pinsir only once I have gotten most of the threats (listed below) out of the way. Pinsir can't really afford to be switching in and out of the field, mainly due to hazards. And usually I'll switch Pinsir in on a Pokemon it obviously checks at that point (like Breloom or Heatran without Air Balloon) and proceed to Swords Dance. Then, the Sweep just happens.
Threesome (Magnezone) @ Choice Specs - Getting that DAMAGE
Ability: Magnet Pull - To trap a lot of Steel Types that prevent Pinsir from getting clean Sweeps
EVs: 168 HP / 252 SpA / 88 Spe - First, 252 in Special Attack for DAMAGE, 88 in Speed to outspeed standard Belly Drum Azumarill and most Pinsir-checking Steel Types, the rest go into HP
IVs: 2 Atk / 30 SpA / 30 Spe - Best IVs for HP Fire
Modest Nature - DAMAGE
- Volt Switch - To hit and switch on weak Pokemon
- Thunderbolt - Strong STAB
- Hidden Power [Fire] - To hit trapped Steel Types, especially: Ferrothorn, Mega Scizor and Ferrotress
- Flash Cannon - Strong STAB and to hit Physically Defensive Fairies hard
Checks/Counters:
Checked/Countered by:
Magnezone really only comes out when a Pokemon that can wall Pinsir comes out. It will switch in, and then just attack until the threat is gone, then it will just switch the heck back out. Sometimes though, if Chandelure is not a good choice, like on Azumarill, Magnezone can sometimes be a good Revenge Killer. Also, Choice Specs Magnezone just hits hard regardless.
Gurren (Excadrill) @ Air Balloon - Ground immunity is vital on this team
Ability: Sand Rush - To take advantage of Sand
EVs: 104 HP / 252 Atk / 152 Spe - 152 Speed gets Excadrill to 500 Speed in Sand, which is PLENTY. 252 goes into Attack and the rest goes into HP so Excadrill can actually survive Super Effective moves from Walls
Adamant Nature - It doesn't need that much Speed
- Earthquake - Strong STAB
- Rock Slide - Gets rid of Talonflames and other Flying Types that threaten Pinsir
- Iron Head - STAB, hits Specially Defensive fairies hard
- Rapid Spin - Most important move, gets rid of hazards for Pinsir (and Chandelure)
Checks/Counters:
Checked/Countered by:
I always try to send out Excadrill only after setting up a Sandstorm, and I try to do it into an oncoming Ground Type move or Status move. That way, Excadrill keeps his Balloon and can Rapid Spin, or attack the heck out of the opponent with its MASSIVE attack stat, and then get the heck out of there. Excadrill is also a perfect counter to opposing Tyranitars, especially utility ones because a lot of them don't carry Earthquake.
Sushi (Vaporeon) @ Leftovers - For longevity
Ability: Water Absorb - Team is weak to Water Types, and to absorb all of those Scalds
EVs: 252 HP / 4 SpA / 252 SpD - Pure Special Defense build, rest goes into Special Attack
Calm Nature - MOAR SPECIAL DEFENSE
- Toxic - To rack up additional damage
- Wish - To ensure the longevity of the other Pokemon, especially upon switch-ins
- Scald - To get some burns
- Heal Bell - Excadrill and Pinsir are completely useless when burned, so this helps out quite a bit
Checks/Counters:
Checked/Countered by:
Vaporeon is one of the newer additions to my team, but a very welcome one. My team is extremely weak to Water Types and Water Absorb is just like the perfect solution to that problem. Also, Vaporeon can go around, happily burning other Pokemon with its Scald. Basically, how Vaporeon is played is it switches in on an anticipated Water move. Then it usually forces a switch while Vaporeon can do whatever it wants depending on the situation.
Hungry (Hippowdon) @ Smooth Rock - Longer Sandstorm, and Hippowdon has a recovery move
Ability: Sand Stream - To set up Sandstorm for Excadrill and continual damage on opponent (and me too, lol. But not when Magnezone, Excadrill or Hippowdon are out)
EVs: 252 HP / 4 Atk / 252 Def - Maxed out Defense and a splash of Attack
Impish Nature - More Defense
- Ice Fang - Coverage, but this is just a filler move right now. Probably going to change it to a Fire move
- Earthquake - STAB
- Slack Off - Longevity
- Stealth Rock - So Pinsir can have clean Sweeps
Checks/Counters:
Pretty much any Physical, non-Water-or-Ice-or-Grass, Attacker
Checked/Countered by:
Hippowdon is my Sand setter, and it does a really good job at that. Usually I will switch it in on Physical Attackers because it can pretty much take any Physical Attack (bar Azumarill) and then I will proceed to switch it right back out. I lead with Hippowdon a lot of times to get the early-game Stealth Rocks going, but, because of its crazy Bulk, Hippowdon is setting up Stealth Rock during the game all the time.
CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - To break through Stalls
IVs: 0 Atk - Lower damage on Foul Play
EVs: 4 Def / 252 SpA / 252 Spe - Speed and Attack are all Chandelure needs
Modest Nature - It doesn't need that much Speed. And also, this allows Chandelure to hit hard without boosting
- Energy Ball - Coverage for Water and Ground Types
- Flamethrower - STAB, I'm always super unlucky with Fire Blast
- Shadow Ball - STAB
- Will-O-Wisp - To catch Mega Mawile Bisharp's Sucker Punch off guard, and this is the only Status my team uses. I don't know if I should add more
Checks/Counters:
Checked/Countered by:
Chandelure is my late-game Cleaner. It cleans up after Pinsir and gets rid of the rest of the team. It also comes in handy when Pinsir is walled by something that can't be taken down by Magnezone (like Latias/Latios). Also, as stated after Will-O-Wisp, it cripples Sucker Punching Attackers. That comes in very useful, especially when Pinsir's low on HP. Chandelure actually is also a very useful Revenge Killer or general killer of Greninjas. It's Energy Ball can OHKO a Water Type Greninja and most people don't run Scarf Greninja, so Chandelure almost always outspeeds and gets the quick OHKO.
Importable:
Please help me pick this team apart as much as possible!
I really like Mega Pinsir and I want to make the best team with it.
Oh, I'll put some more Replays on ASAP.
However, I seem to have hit a wall at around 1500 on the ladder. Every time I get to ~1500, I just start dropping until I get back to 1390-1400.
So please help me pick apart this team as much as possible, because I really want to build a successful Mega Pinsir team!
So here's the team preview:






Here's a teambuilding process to show what kind of role each Pokemon fulfills on the team.
So first I decided on my MVP, which is Pinsir. Pinsir is just insanely strong (bar Mega Mawile) and can pretty much OHKO or 2HKO anything with neutral coverage.
Next, I needed a Special Attacker that would compliment Mega Pinsir. I went with Magnezone because it checks pretty much all of Pinsir's counters/checks (with Magnet Pull) besides Rotom-W/Zapdos and some Stone Edge carrying Ground Types.
Pinsir is 4x weak to Stealth Rocks, so I need a strong Rapid Spinner. I didn't choose a Defogger because I wanted Rocks up on the other side of field as well so that Pinsir can get clean sweeps without Sturdy or Sashes getting in the way. So I went with Excadrill because it can synergize well with Pinsir by tanking most Rock Type attacks.
Now, my two walls have been constantly changing as I keep updating my team (from browsing through Smogon and battling other Mega Pinsir teams). I ended up with Vaporeon and Hippowdon for now. Vaporeon is here because my team was very weak to water and Scalds on Pinsir, though they usually couldn't get the kill, would cripple it with a burn. Hippowdon is here to set up Stealth Rocks and to set up Sandstorm so that Excadrill can pull of fast Spins and then get out.
Lastly, I added Chandelure. Crawdaunt used to be my favorite Pokemon, and late-game sweeper (Dragon Dance set). But now Chandelure is my trusty late-game cleaner and Stall Breaker with Infiltrator. I really have a hard time playing against Stall, so Chandelure is always good to have around.

Next, I needed a Special Attacker that would compliment Mega Pinsir. I went with Magnezone because it checks pretty much all of Pinsir's counters/checks (with Magnet Pull) besides Rotom-W/Zapdos and some Stone Edge carrying Ground Types.


Pinsir is 4x weak to Stealth Rocks, so I need a strong Rapid Spinner. I didn't choose a Defogger because I wanted Rocks up on the other side of field as well so that Pinsir can get clean sweeps without Sturdy or Sashes getting in the way. So I went with Excadrill because it can synergize well with Pinsir by tanking most Rock Type attacks.



Now, my two walls have been constantly changing as I keep updating my team (from browsing through Smogon and battling other Mega Pinsir teams). I ended up with Vaporeon and Hippowdon for now. Vaporeon is here because my team was very weak to water and Scalds on Pinsir, though they usually couldn't get the kill, would cripple it with a burn. Hippowdon is here to set up Stealth Rocks and to set up Sandstorm so that Excadrill can pull of fast Spins and then get out.





Lastly, I added Chandelure. Crawdaunt used to be my favorite Pokemon, and late-game sweeper (Dragon Dance set). But now Chandelure is my trusty late-game cleaner and Stall Breaker with Infiltrator. I really have a hard time playing against Stall, so Chandelure is always good to have around.






Here are some Pokemon that used to be on the team, for quite a while, before being replaced with the current line up.
Amoonguss is a great wall that can easily wall Rotom-W and take care of Belly Drum Azumarill. But now that role is filled by Clefable (for Azumarill) and... well, Rotom-W is just generally taken care of by Chandelure and Magnezone.
I used to have a lot of Pokemon weak to water on my team (well actually I still do), so Jellicent is just a general wall to Water Types with its Water Absorb Ability.
Crawdaunt, as stated above, used to be my late-game cleaner. It would Dragon Dance and then proceed to just wreck shit. I need to build a team around this guy later, he's just really awesome.
Tyranitar used to be my sand setter and Special Wall (along with taking care of Talonflames). But having Tyranitar made my team too weak to Ground Type. Though it did synergize well with Chandelure...
Noivern was replaced by Chandelure as the Infiltrating Stall Breaker. It got replaced simply because I needed a Pokemon that synergized well with Fighting Types and Ice Types. Also, I didn't want to worry about covering 4x Ice weakness.

Amoonguss is a great wall that can easily wall Rotom-W and take care of Belly Drum Azumarill. But now that role is filled by Clefable (for Azumarill) and... well, Rotom-W is just generally taken care of by Chandelure and Magnezone.

I used to have a lot of Pokemon weak to water on my team (well actually I still do), so Jellicent is just a general wall to Water Types with its Water Absorb Ability.

Crawdaunt, as stated above, used to be my late-game cleaner. It would Dragon Dance and then proceed to just wreck shit. I need to build a team around this guy later, he's just really awesome.

Tyranitar used to be my sand setter and Special Wall (along with taking care of Talonflames). But having Tyranitar made my team too weak to Ground Type. Though it did synergize well with Chandelure...

Noivern was replaced by Chandelure as the Infiltrating Stall Breaker. It got replaced simply because I needed a Pokemon that synergized well with Fighting Types and Ice Types. Also, I didn't want to worry about covering 4x Ice weakness.
So now, onto the in-depth analysis.
Wait, before I start, I'm just going to put the formatting I'm going to use here:
Nickname (Pokemon) @ Item - Explanation
Ability - Explanation
EVs - Explanation
Nature - Explanation
- Move 1 - Reason
- Move 2 - Reason
- Move 3 - Reason
- Move 4 - Reason
Checks/Counters:
Checked/Countered by:
(Keep in mind that checks and counters are all situational)
Thoughts
Now, let's start:

D!ckPinch (Pinsir) @ Pinsirite - To Mega Evolve
Ability: Hyper Cutter - I feel that Moxie and Mold Breaker are GREAT abilities, but just are too situational. While Intimidators are everywhere in OU
Happiness: 0 - So Frustration hits hard
EVs: 252 Atk / 4 Def / 252 Spe - Speed and Attack are all Pinsir really needs, so max those. 4 in HP, because why not
Jolly Nature - Speed > Power
- Earthquake/
- Frustration - Strong STAB, Dittos can't copy
- Quick Attack - Priority STAB, enough said
- Swords Dance - Getting nice and strong
Checks/Counters:


















Checked/Countered by:



















I usually play Mega Pinsir only once I have gotten most of the threats (listed below) out of the way. Pinsir can't really afford to be switching in and out of the field, mainly due to hazards. And usually I'll switch Pinsir in on a Pokemon it obviously checks at that point (like Breloom or Heatran without Air Balloon) and proceed to Swords Dance. Then, the Sweep just happens.

Threesome (Magnezone) @ Choice Specs - Getting that DAMAGE
Ability: Magnet Pull - To trap a lot of Steel Types that prevent Pinsir from getting clean Sweeps
EVs: 168 HP / 252 SpA / 88 Spe - First, 252 in Special Attack for DAMAGE, 88 in Speed to outspeed standard Belly Drum Azumarill and most Pinsir-checking Steel Types, the rest go into HP
IVs: 2 Atk / 30 SpA / 30 Spe - Best IVs for HP Fire
Modest Nature - DAMAGE
- Volt Switch - To hit and switch on weak Pokemon
- Thunderbolt - Strong STAB
- Hidden Power [Fire] - To hit trapped Steel Types, especially: Ferrothorn, Mega Scizor and Ferrotress
- Flash Cannon - Strong STAB and to hit Physically Defensive Fairies hard
Checks/Counters:











Checked/Countered by:













Magnezone really only comes out when a Pokemon that can wall Pinsir comes out. It will switch in, and then just attack until the threat is gone, then it will just switch the heck back out. Sometimes though, if Chandelure is not a good choice, like on Azumarill, Magnezone can sometimes be a good Revenge Killer. Also, Choice Specs Magnezone just hits hard regardless.

Gurren (Excadrill) @ Air Balloon - Ground immunity is vital on this team
Ability: Sand Rush - To take advantage of Sand
EVs: 104 HP / 252 Atk / 152 Spe - 152 Speed gets Excadrill to 500 Speed in Sand, which is PLENTY. 252 goes into Attack and the rest goes into HP so Excadrill can actually survive Super Effective moves from Walls
Adamant Nature - It doesn't need that much Speed
- Earthquake - Strong STAB
- Rock Slide - Gets rid of Talonflames and other Flying Types that threaten Pinsir
- Iron Head - STAB, hits Specially Defensive fairies hard
- Rapid Spin - Most important move, gets rid of hazards for Pinsir (and Chandelure)
Checks/Counters:





















Checked/Countered by:



















I always try to send out Excadrill only after setting up a Sandstorm, and I try to do it into an oncoming Ground Type move or Status move. That way, Excadrill keeps his Balloon and can Rapid Spin, or attack the heck out of the opponent with its MASSIVE attack stat, and then get the heck out of there. Excadrill is also a perfect counter to opposing Tyranitars, especially utility ones because a lot of them don't carry Earthquake.

Sushi (Vaporeon) @ Leftovers - For longevity
Ability: Water Absorb - Team is weak to Water Types, and to absorb all of those Scalds
EVs: 252 HP / 4 SpA / 252 SpD - Pure Special Defense build, rest goes into Special Attack
Calm Nature - MOAR SPECIAL DEFENSE
- Toxic - To rack up additional damage
- Wish - To ensure the longevity of the other Pokemon, especially upon switch-ins
- Scald - To get some burns
- Heal Bell - Excadrill and Pinsir are completely useless when burned, so this helps out quite a bit
Checks/Counters:









Checked/Countered by:











Vaporeon is one of the newer additions to my team, but a very welcome one. My team is extremely weak to Water Types and Water Absorb is just like the perfect solution to that problem. Also, Vaporeon can go around, happily burning other Pokemon with its Scald. Basically, how Vaporeon is played is it switches in on an anticipated Water move. Then it usually forces a switch while Vaporeon can do whatever it wants depending on the situation.

Hungry (Hippowdon) @ Smooth Rock - Longer Sandstorm, and Hippowdon has a recovery move
Ability: Sand Stream - To set up Sandstorm for Excadrill and continual damage on opponent (and me too, lol. But not when Magnezone, Excadrill or Hippowdon are out)
EVs: 252 HP / 4 Atk / 252 Def - Maxed out Defense and a splash of Attack
Impish Nature - More Defense
- Ice Fang - Coverage, but this is just a filler move right now. Probably going to change it to a Fire move
- Earthquake - STAB
- Slack Off - Longevity
- Stealth Rock - So Pinsir can have clean Sweeps
Checks/Counters:





Checked/Countered by:












Hippowdon is my Sand setter, and it does a really good job at that. Usually I will switch it in on Physical Attackers because it can pretty much take any Physical Attack (bar Azumarill) and then I will proceed to switch it right back out. I lead with Hippowdon a lot of times to get the early-game Stealth Rocks going, but, because of its crazy Bulk, Hippowdon is setting up Stealth Rock during the game all the time.

CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - To break through Stalls
IVs: 0 Atk - Lower damage on Foul Play
EVs: 4 Def / 252 SpA / 252 Spe - Speed and Attack are all Chandelure needs
Modest Nature - It doesn't need that much Speed. And also, this allows Chandelure to hit hard without boosting
- Energy Ball - Coverage for Water and Ground Types
- Flamethrower - STAB, I'm always super unlucky with Fire Blast
- Shadow Ball - STAB
- Will-O-Wisp - To catch Mega Mawile Bisharp's Sucker Punch off guard, and this is the only Status my team uses. I don't know if I should add more
Checks/Counters:























Checked/Countered by:
















Chandelure is my late-game Cleaner. It cleans up after Pinsir and gets rid of the rest of the team. It also comes in handy when Pinsir is walled by something that can't be taken down by Magnezone (like Latias/Latios). Also, as stated after Will-O-Wisp, it cripples Sucker Punching Attackers. That comes in very useful, especially when Pinsir's low on HP. Chandelure actually is also a very useful Revenge Killer or general killer of Greninjas. It's Energy Ball can OHKO a Water Type Greninja and most people don't run Scarf Greninja, so Chandelure almost always outspeeds and gets the quick OHKO.
Importable:
D!ckPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Excalibur (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Threesome (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Will-O-Wisp
- Energy Ball
Sushi (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Toxic
- Wish
- Scald
- Heal Bell
Hungry (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Stealth Rock
- Roar
- Ice Fang
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance
Excalibur (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Threesome (Magnezone) @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon
CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Will-O-Wisp
- Energy Ball
Sushi (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Toxic
- Wish
- Scald
- Heal Bell
Hungry (Hippowdon) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Slack Off
- Stealth Rock
- Roar
- Ice Fang
Please help me pick this team apart as much as possible!
I really like Mega Pinsir and I want to make the best team with it.
Oh, I'll put some more Replays on ASAP.