Welp, its VGC season again and I might actually attend this year. I got ideas for about two more teams, but I'll start with this one. I had to go through a few cycles, but I think I found something works to my advantage.
Alright, first off how this team got started. Pinsir has always been one of my favorite Pokemon, so naturally you could tell how estatic I was that he got a Mega Evolution, and not only that, its actually pretty damn good.
The prospect of sweeping with a +2 Return boosted by Aerialate was just drool worthy, so naturally I had to try it. I also wanted to test how he does in a VGC environment. So without further ado, let's get underway.
Team Line Up:
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Team Description:
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 236 Spd / 252 Atk / 21 HP
Jolly Nature
- Return
- Swords Dance
- Earthquake
- Quick Attack
The sweepers to end all sweepers. Pinsir's gameplan is pretty straightforward, come out, SD and start wrecking lives. I know boosting isn't that viable in double battles,
but Mega-Pinsir is surprisingly bulky with some HP investment as any non-stabbed physical move 2HKOs it, and some special attackers in some cases. Hyper Cutter prevents
the Intimidate drop while it still a Pinsir so I'm not -1.
252 Atk Garchomp Rock Slide vs. 21 HP / 0 Def Mega Pinsir: 208-248 (75.3 - 89.8%) -- guaranteed 2HKO
252 SpA Rotom-W Discharge vs. 21 HP / 0 SpD Mega Pinsir: 186-218 (67.3 - 78.9%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 21 HP / 0 Def Mega Pinsir: 141-167 (51 - 60.5%) -- guaranteed 2HKO
Aerodactyl @ Lum Berry
Ability: Unnerve
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Rock Slide
- Bulldoze
- Protect
- Taunt
Say hello to Talonflame and Mega Charizard Y's worst enemy. Even after Mega evolving, Charizard can't touch Aerodactyl worth a damn and he doesn't really care about Talonflame's
priority Brave Bird, which means the opponent is either forced to switch or protect them in some way. Bulldoze is an interesting move, it doesn't really hit hard but it acts
as a sort of psuedo-EQ and lowers speed on top of it, although the lack of Flying STAB is iffy, so I'm debating still. It can slow down Mega Kangaskahn allowing for an easier time revenge killing provided you got something can resist
Sucker Punch.
Amoonguss @ Sitrus Berry
Ability: Effect Spore
IV's: 0 Spd
EVs: 160 SDef / 252 HP / 96 SAtk
Sassy Nature
- Spore
- Rage Powder
- Giga Drain
- Protect
Amoongus draws in moves directed at his teammates, allowing them to set up easier with Rage Powder. Being a Grass type, he's immune to Spore and he's a nice answer to Rotom-W, resisting both its STABS
And hitting with a Super Effective Giga Drain. With 0 IV's in speed, and a Sassy nature he can also abuse Trick Room should the opponent set it up allowing for a fast Spore user.
Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Blizzard
- Grass Knot
- Hidden Power [Fire]
- Light Screen
Choice Scarf Abomasnow might seem weird, but 100% Blizzard might reconsider. It outspeeds max speed Garchomp and Salamence and can hit Tyranitar pretty hard in Hail. He also
counters other teams who rely on weather inducing. Weather may have been nerfed, but Abomasnow can get a lot done in the five turns Hail stays around. Hidden Power Fire
lets me hit bulky Steel types like Scizor and Aegislash. And being Grass, he doesn't really care about his teammates' Earthquake either.
Hawlucha @ Leftovers
Ability: Limber
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Quick Guard
- Brick Break
- Roost
- U-turn
And introducing the challenger, hailing from the Kalos region weighing in at 47 Ibs, Hawlucha. Ok, wrestling commentary aside, say hello to the second fastest Quick Guard
in the game, beaten only by Talonfalme. Unlike Talonflame however, Hawlucha can hit Rock types for damage. Quick Guard acts as a check to most Prankster users like Meowstic-M, and Klefki
And Brick Break can destroy the screens they may try setting up. Roost allows him some bit of survivability, and U-Turn gets me the hell out of there. And being Flying, he's
immune to Earthquake so his partner can spam it freely.
Garchomp @ Yache Berry
Ability: Sand Veil
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide
Garchomp acts as something of a back up Rock Slider in case Aerodactyl can't cut it. I also use him to get around some Dragon types as well and can abuse Tyrantitar's Sand Stream.
...I might end up replacing him however because I can't really think of how he fits.
I tend to start off with:
Hawlucha + Aerodactyl
Hawlucha + Pinsir
Amoongus + Aerodactyl
So what do you guys think? Got any pros and cons you can give me about my team? I'd really appreciate it. I put a lot of time and testing into it.
Alright, first off how this team got started. Pinsir has always been one of my favorite Pokemon, so naturally you could tell how estatic I was that he got a Mega Evolution, and not only that, its actually pretty damn good.
The prospect of sweeping with a +2 Return boosted by Aerialate was just drool worthy, so naturally I had to try it. I also wanted to test how he does in a VGC environment. So without further ado, let's get underway.
Team Line Up:







Team Description:

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 236 Spd / 252 Atk / 21 HP
Jolly Nature
- Return
- Swords Dance
- Earthquake
- Quick Attack
The sweepers to end all sweepers. Pinsir's gameplan is pretty straightforward, come out, SD and start wrecking lives. I know boosting isn't that viable in double battles,
but Mega-Pinsir is surprisingly bulky with some HP investment as any non-stabbed physical move 2HKOs it, and some special attackers in some cases. Hyper Cutter prevents
the Intimidate drop while it still a Pinsir so I'm not -1.
252 Atk Garchomp Rock Slide vs. 21 HP / 0 Def Mega Pinsir: 208-248 (75.3 - 89.8%) -- guaranteed 2HKO
252 SpA Rotom-W Discharge vs. 21 HP / 0 SpD Mega Pinsir: 186-218 (67.3 - 78.9%) -- guaranteed 2HKO
252+ Atk Huge Power Mega Mawile Sucker Punch vs. 21 HP / 0 Def Mega Pinsir: 141-167 (51 - 60.5%) -- guaranteed 2HKO

Aerodactyl @ Lum Berry
Ability: Unnerve
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Rock Slide
- Bulldoze
- Protect
- Taunt
Say hello to Talonflame and Mega Charizard Y's worst enemy. Even after Mega evolving, Charizard can't touch Aerodactyl worth a damn and he doesn't really care about Talonflame's
priority Brave Bird, which means the opponent is either forced to switch or protect them in some way. Bulldoze is an interesting move, it doesn't really hit hard but it acts
as a sort of psuedo-EQ and lowers speed on top of it, although the lack of Flying STAB is iffy, so I'm debating still. It can slow down Mega Kangaskahn allowing for an easier time revenge killing provided you got something can resist
Sucker Punch.

Amoonguss @ Sitrus Berry
Ability: Effect Spore
IV's: 0 Spd
EVs: 160 SDef / 252 HP / 96 SAtk
Sassy Nature
- Spore
- Rage Powder
- Giga Drain
- Protect
Amoongus draws in moves directed at his teammates, allowing them to set up easier with Rage Powder. Being a Grass type, he's immune to Spore and he's a nice answer to Rotom-W, resisting both its STABS
And hitting with a Super Effective Giga Drain. With 0 IV's in speed, and a Sassy nature he can also abuse Trick Room should the opponent set it up allowing for a fast Spore user.

Abomasnow @ Choice Scarf
Ability: Snow Warning
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Blizzard
- Grass Knot
- Hidden Power [Fire]
- Light Screen
Choice Scarf Abomasnow might seem weird, but 100% Blizzard might reconsider. It outspeeds max speed Garchomp and Salamence and can hit Tyranitar pretty hard in Hail. He also
counters other teams who rely on weather inducing. Weather may have been nerfed, but Abomasnow can get a lot done in the five turns Hail stays around. Hidden Power Fire
lets me hit bulky Steel types like Scizor and Aegislash. And being Grass, he doesn't really care about his teammates' Earthquake either.

Hawlucha @ Leftovers
Ability: Limber
EVs: 252 Spd / 252 HP / 4 Atk
Jolly Nature
- Quick Guard
- Brick Break
- Roost
- U-turn
And introducing the challenger, hailing from the Kalos region weighing in at 47 Ibs, Hawlucha. Ok, wrestling commentary aside, say hello to the second fastest Quick Guard
in the game, beaten only by Talonfalme. Unlike Talonflame however, Hawlucha can hit Rock types for damage. Quick Guard acts as a check to most Prankster users like Meowstic-M, and Klefki
And Brick Break can destroy the screens they may try setting up. Roost allows him some bit of survivability, and U-Turn gets me the hell out of there. And being Flying, he's
immune to Earthquake so his partner can spam it freely.

Garchomp @ Yache Berry
Ability: Sand Veil
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Protect
- Rock Slide
Garchomp acts as something of a back up Rock Slider in case Aerodactyl can't cut it. I also use him to get around some Dragon types as well and can abuse Tyrantitar's Sand Stream.
...I might end up replacing him however because I can't really think of how he fits.
I tend to start off with:
Hawlucha + Aerodactyl
Hawlucha + Pinsir
Amoongus + Aerodactyl
So what do you guys think? Got any pros and cons you can give me about my team? I'd really appreciate it. I put a lot of time and testing into it.