Hello Guys. I would like to introduce this team that can lure out potential threats in OU. I have used this team a lot and would love it if I can get feedback. That way I can make improvements on this.
Most of OU (Landorus-Therian) @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stealth Rock
- Swords Dance
Typical Suicide Lead Landorus-T. I nicknamed it Most of OU because it's quite true to be honest, but on to the details. This is meant to set up Stealth Rocks against an opposing lead, and do as much damage as possible before dying. Swords Dance aids in this by giving it massive offensive presence, and combined with Earthquake for STAB and Explosion, it can break through slower things such as Ferrothorn, Tangrowth, Tapu Bulu & Fini, Mega Scizor, and etc. It sadly cannot setup on Ash-Greninja in fear of being Battle Bond fodder, but can pressure Mega Sableye leads with Swords Dance, especially if it misses Will-o-Wisp.
Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Focus Blast
- Ice Beam
- Volt Switch
This Magearna set is designed to run over at least one Ground type that normally poses a serious threat to Magearna. With Shuca Berry, it can live any unboosted Ground type move from Landorus-T, Garchomp, Zygarde,that Earthquake this thing into the grave. Maximum Special Attack ensures the highest damage possible, while maximum speed lets it outpace more defensive threats. The idea is to Volt Switch to give the impression of an Assault Vest set or the rare Choice Specs/Scarf sets, and it also helps to scout switches and build momentum. If they switch into a Ground type expecting the Volt Switch, blast them with Ice Beam either on the switch or after they Earthquake you.
Here are some calculations to demonstrate this.
252 Atk Life Orb Garchomp Earthquake vs. 4 HP / 0 Def Shuca Berry Magearna: 188-224 (62.2 - 74.1%) -- guaranteed 2HKO
+1 252 Atk Landorus-Therian Earthquake vs. 4 HP / 0 Def Shuca Berry Magearna: 237-279 (78.4 - 92.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zygarde Thousand Arrows vs. 4 HP / 0 Def Shuca Berry Magearna: 178-211 (58.9 - 69.8%) -- guaranteed 2HKO after Stealth Rock
Fleur Cannon gives this thing a powerful STAB Fairy move at the cost of halving Special Attack, but is really important as it does a lot of damage anyways. Focus Blast is used to hit Heatran and Ferrothorn for strong damage, but Flash Cannon can be used for Dual STAB, and also gives you the ability to beat Mega Diancie in a 1v1. Occa Berry can also be used to take one STAB Fire move from Mega Charizard X and Heatran, and cripple them with Fleur Cannon and Focus Blast (If it hits), respectively. Hidden Power Fire is one last option to beat Ferrothorn but it means that Heatran walls it completely.
While this set seems to be outclassed by Shift Gear/Double Dance Magearna, it does have notable advantages over those two. First off, it can switch into the aforementioned Ground types, presumably after a double switch or after an ally fainted. Secondly, it compresses the ability to take down these Pokemon combined with an extra move slot.
Fire-Types and Specially Bulky Pokemon walk over this set, so it is important to Volt Switch early game to pressure and force switches, which can be a problem for the opponent, especially with Rocks up.
Greninja-Ash @ Poisonium Z
Ability: Battle Bond
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Gunk Shot
This is the second lure for this team, and is also capable of sweeping in some situations. Maximum Special Attack and Speed with a Timid Nature, the usual for offensive Pokemon like this. However, unlike the usual Choice Specs set, instead of setting up Spikes to pressure switch-ins like, this set looks to break past them. Hydro Pump, Dark Pulse, and Water Shuriken run off it's decent dual STAB, while Gunk Shot threatens Pokemon that can normally switch in safely like Tapu Bulu, Tapu Fini, and Tangrowth. The idea is to imitate a Choice set, and treat as such. Then, when one of the aforementioned Pokemon shows up, send them to Nurse Joy with the coverage move.
It is highly recommended that you try to activate Battle Bond before using your lure Z-Move, or after your check has taken sufficient damage, as otherwise you could fail to KO and get run over. I will provide damage calculations from Acid Downpour before and after Battle Bond to demonstrate.
Before Battle Bond
4 Atk Greninja Gunk Shot vs. 248 HP / 8 Def Tapu Fini: 146-174 (42.5 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
4 Atk Greninja Acid Downpour (190 BP) vs. 248 HP / 8 Def Tapu Fini: 232-274 (67.6 - 79.8%) -- guaranteed 2HKO after Leftovers recovery
4 Atk Greninja Acid Downpour (190 BP) vs. 252 HP / 28 Def Tangrowth: 212-250 (52.4 - 61.8%) -- guaranteed 2HKO
(Tangrowth is especially important as it can abuse Regenerator to make the Z-Move attempt useless)
After Battle Bond
4 Atk Greninja-Ash Acid Downpour (190 BP) vs. 248 HP / 8 Def Tapu Fini: 332-392 (96.7 - 114.2%) -- 81.3% chance to OHKO after Leftovers recovery
4 Atk Greninja-Ash Gunk Shot vs. 248 HP / 8 Def Tapu Fini: 210-248 (61.2 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
4 Atk Greninja-Ash Acid Downpour (190 BP) vs. 252 HP / 28 Def Tangrowth: 306-360 (75.7 - 89.1%) -- guaranteed 2HKO
(^ A combination of Dark Pulse followed by Acid Downpour will KO Assault Vest Tangrowth)
Tapu Bulu is destroyed regardless of what form. This is especially helpful for breaking the Bulu/Heatran core, as removing Grassy Terrain and it's perks of halving E-Quake damage and passive recovery can hurt it a lot.
An alternative for this is Psychium Z with Extrasensory. By using this, you can break past Mega Venusaur, Keldeo, and Toxapex with some prior damage.
Groundium-Z with Dig can be used to achieve the same thing with Toxapex, but also threatens Magearna and Electric Types like Magnezone and Mega Manectric
This and the Magearna lure set are both meant to take pressure away from your teammates, which in turn can reduce damage taken from entry hazards or attacks.
The weakness for this set are those with strong Special Defense and resistances, like Chansey,, Ferrothorn, and Rotom-W. However, usual checks like the ones mentioned above can be nullified with the lure, so teambuilding is less constrictive.
Tsareena @ Leftovers
Ability: Queenly Majesty
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- High Jump Kick / U-turn
- Synthesis
- Trop Kick
- Rapid Spin
Tsareena is quite an underrated Pokemon that actually does well on this team as a Rapid Spinner. With Maximum HP and Defense, Impish Nature, and Leftovers, this thing reaches actually a good amount of physical defense even with average stats, eating many Earthquakes for breakfast, lunch, and dinner. It can even take hits from Kartana, who has the third highest attack out of any Pokemon (Before Mega Heracross and Mega Mewtwo X)
252 Atk Kartana Smart Strike vs. 252 HP / 252+ Def Tsareena: 108-127 (31 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
Rapid Spin is the other important move of this set. Removing entry hazards is always a good thing, and puts less pressure on your team from switching. Synthesis keeps this thing alive for a while, which is important when it comes to being a wall. High Jump Kick rounds off this set by allowing you to punish Steel type switch-ins, while U-turn cam keep momentum. It's up to you. Queenly Majesty lets you switch into Water Shuriken and Extreme Speeds from Ash-Greninja and Zygarde, respectively, as well as other random priority like Sableye's Will-o-Wisp before Mega Evolution. Aromatherapy is also a possibility on this set to remove status, but can force changing an important move slot, while Knock Off threatens Ghost-Types looking to spin-block.
While Tsareena is definitely outclassed by Tangrowth as a physically defensive wall, what it does have over it is the ability to lower a switch-in's attack stat, Spin away hazards, and threaten Ferrothorn with High Jump Kick, something Tangrowth cannot do without HP Fire. It is also faster and has better a better Attack stat with an immunity to priority. However, remember that this is not Tangrowth, you have no Regenerator, less physical defense overall, and that you have to take advantage of Rapid Spin.
Despite being resilient to resisted and most neutral physical moves, Super Effective physical moves, such as those from Mega Charizard X, can KO unless they have been Trop Kicked on switch. Super Effective Special Attacks also hurt, and even though it'll live a non-STAB hit most of the time, boosted or STAB moves would severely hurt or KO it.
Mamo (Mamoswine) @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Knock Off / Stealth Rock
Mamoswine is the team's revenge killer and possible late game win condition. Packing a lethal STAB combination of Ground and Ice, this thing can potentially threaten many teams with Earthquake, Icicle Crash, and Ice Shard alone. Thick Fat also gives it a resistance to Ice and Fire moves, making it an ideal check to Tapu Koko, Landorus-T, and others who rely on Ice coverage to hit Ground-Types Super Effectively. Sadly, it's speed is just OK, but a handy Choice Scarf lets it fix the speed problem in exchange for being locked into one move.
Earthquake and Icicle Crash are used for STAB, and nothing besides a few Rotom forms, Araquinid, and the unseen Golisopod resist both. Ice Shard lets this deal damage to faster threats like Choice Scarf Latios and Unburden-boosted Hawlucha, potentially KOing them if they are within range. As for the last move slot, Knock Off should almost always be there to punish Rotom-W and other switch-ins, and removing items is always a good thing. On the flip side, you can also use Stealth Rock if you really, REALLY want rocks up if Lando can't do it for some reason. Superpower can also work but makes you setup fodder for Mimikyu, which can be fatal.
Because this thing is faster with a Scarf, the focus on what troubles this mostly shifts from whatever can outspeed and KO to whatever resists the STAB move you are locked into it. For example, Toxapex is tickled by Icicle Crash but destroyed by Earthquake, while Tangrowth laughs at Earthquake but is afraid of Icicle Crash, so prediction is of importance, as with any Choice-locked set.
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat
Mega Pinsir is the main wallbreaker on the team, and does it's job of smashing through problem Pokemon well.
With a massive attack, good speed, and decent defenses, Mega Pinsir can be difficult to stop sometimes when boosted. Swords Dance doubles that awesome base 155 Attack Stat, and thanks to Aerilate, it uses strong STAB Flying moves out of Return and Quick Attack, with Close Combat to smack Rock and Steel types, and dent Rotom-W heavily, especially when boosted.
Mamoswine is Pinsir's best friend, as it can take any Electric and Ice move aimed at Pinsir and retaliate back. Tsareena is also very helpful. Rapid Spin support is almost mandatory for any team running Mega Pinsir, and without rocks on the field it has an easier time setting up and sweeping.
A trick to increasing it's durability is to refrain from Mega Evolving if you predict an Ice or Electric move from a Pokemon under 105 base speed, and Swords Dance, potentially saving you from taking more damage. Also take advantage of Hyper Cutter to set up on Landorus-T with no drawbacks.
This Pokemon is countered by faster Electric Types like Zapdos and Tapu Koko, but those in turn are hard checked by Mamoswine so should not be that big of a problem. Ground-immune Steel Types, especially Skarmory, are a big problem for Mega Pinsir, as well as faster Pokemon with Super Effective moves and Psychic Terrain screws up the Quick Attack sometimes, although Lele would be a fool to switch into Return.
Checks
Powerful Wallbreakers
This team has difficulty handling Pokemon that can easy bust a hole through the team or even outright sweep it. Choice Banded Hyperspace Fury has no switch-ins, even Magearna is possibly 2HKOd by it after rocks. Victini's V-Create and Electric coverage can destroy or cripple some of this team too, but cannot V-Create on Ash-Greninja and risk getting KOd. Sadly, Mega Medicham is not listed because Mega Pinsir and Ash-Greninja can prevent it from directly switching in, while Tsareena can Trop Kick it while being immune to Fake Out and Bullet Punch.
Setup Sweepers
While the former two do not enjoy Stealth Rock damage, they can potentially set up on a passive Pokemon like Tsareena and begin sweeping. Volcarona obliterates this entire team with STAB Fire and Bug moves, but fears Aerilated Quick Attacks and sometimes Water Shuriken if at low HP. Mega Pinsir cannot beat Choice Scarf Mamoswine but does live a Hydro Pump from Ash-Greninja at full HP and can KO back with Return, and proceed to threaten everything else. Mega Mawile, while slow, can soften up Landorus' and Mamoswine's Earthquakes with Intimidate, allowing it to set up Swords Dance and threaten the team late game, but cannot actually switch in or else setup could be foiled. All-in-all, these Pokemon should be killed as soon as possible, or else it's "gg".
Despite being a threat to offensive Pokemon, Mega Lopunny is not the biggest issue because of multiple reasons. Mega Pinsir's Aerilated attacks cripple it, Tsareena can switch into Fake Out and begin debuffing with Trop Kick, Landorus-T can Intimidate it's attack into less threatening levels, and Magearna lives a hit and KOs back with Fleur Cannon.
Here is a replay of a battle with this team
https://replay.pokemonshowdown.com/gen7ou-732428560
Thank you!
Most of OU (Landorus-Therian) @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Explosion
- Stealth Rock
- Swords Dance
Typical Suicide Lead Landorus-T. I nicknamed it Most of OU because it's quite true to be honest, but on to the details. This is meant to set up Stealth Rocks against an opposing lead, and do as much damage as possible before dying. Swords Dance aids in this by giving it massive offensive presence, and combined with Earthquake for STAB and Explosion, it can break through slower things such as Ferrothorn, Tangrowth, Tapu Bulu & Fini, Mega Scizor, and etc. It sadly cannot setup on Ash-Greninja in fear of being Battle Bond fodder, but can pressure Mega Sableye leads with Swords Dance, especially if it misses Will-o-Wisp.
Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Focus Blast
- Ice Beam
- Volt Switch
This Magearna set is designed to run over at least one Ground type that normally poses a serious threat to Magearna. With Shuca Berry, it can live any unboosted Ground type move from Landorus-T, Garchomp, Zygarde,that Earthquake this thing into the grave. Maximum Special Attack ensures the highest damage possible, while maximum speed lets it outpace more defensive threats. The idea is to Volt Switch to give the impression of an Assault Vest set or the rare Choice Specs/Scarf sets, and it also helps to scout switches and build momentum. If they switch into a Ground type expecting the Volt Switch, blast them with Ice Beam either on the switch or after they Earthquake you.
Here are some calculations to demonstrate this.
252 Atk Life Orb Garchomp Earthquake vs. 4 HP / 0 Def Shuca Berry Magearna: 188-224 (62.2 - 74.1%) -- guaranteed 2HKO
+1 252 Atk Landorus-Therian Earthquake vs. 4 HP / 0 Def Shuca Berry Magearna: 237-279 (78.4 - 92.3%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Zygarde Thousand Arrows vs. 4 HP / 0 Def Shuca Berry Magearna: 178-211 (58.9 - 69.8%) -- guaranteed 2HKO after Stealth Rock
Fleur Cannon gives this thing a powerful STAB Fairy move at the cost of halving Special Attack, but is really important as it does a lot of damage anyways. Focus Blast is used to hit Heatran and Ferrothorn for strong damage, but Flash Cannon can be used for Dual STAB, and also gives you the ability to beat Mega Diancie in a 1v1. Occa Berry can also be used to take one STAB Fire move from Mega Charizard X and Heatran, and cripple them with Fleur Cannon and Focus Blast (If it hits), respectively. Hidden Power Fire is one last option to beat Ferrothorn but it means that Heatran walls it completely.
While this set seems to be outclassed by Shift Gear/Double Dance Magearna, it does have notable advantages over those two. First off, it can switch into the aforementioned Ground types, presumably after a double switch or after an ally fainted. Secondly, it compresses the ability to take down these Pokemon combined with an extra move slot.
Fire-Types and Specially Bulky Pokemon walk over this set, so it is important to Volt Switch early game to pressure and force switches, which can be a problem for the opponent, especially with Rocks up.
Greninja-Ash @ Poisonium Z
Ability: Battle Bond
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Gunk Shot
This is the second lure for this team, and is also capable of sweeping in some situations. Maximum Special Attack and Speed with a Timid Nature, the usual for offensive Pokemon like this. However, unlike the usual Choice Specs set, instead of setting up Spikes to pressure switch-ins like, this set looks to break past them. Hydro Pump, Dark Pulse, and Water Shuriken run off it's decent dual STAB, while Gunk Shot threatens Pokemon that can normally switch in safely like Tapu Bulu, Tapu Fini, and Tangrowth. The idea is to imitate a Choice set, and treat as such. Then, when one of the aforementioned Pokemon shows up, send them to Nurse Joy with the coverage move.
It is highly recommended that you try to activate Battle Bond before using your lure Z-Move, or after your check has taken sufficient damage, as otherwise you could fail to KO and get run over. I will provide damage calculations from Acid Downpour before and after Battle Bond to demonstrate.
Before Battle Bond
4 Atk Greninja Gunk Shot vs. 248 HP / 8 Def Tapu Fini: 146-174 (42.5 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
4 Atk Greninja Acid Downpour (190 BP) vs. 248 HP / 8 Def Tapu Fini: 232-274 (67.6 - 79.8%) -- guaranteed 2HKO after Leftovers recovery
4 Atk Greninja Acid Downpour (190 BP) vs. 252 HP / 28 Def Tangrowth: 212-250 (52.4 - 61.8%) -- guaranteed 2HKO
(Tangrowth is especially important as it can abuse Regenerator to make the Z-Move attempt useless)
After Battle Bond
4 Atk Greninja-Ash Acid Downpour (190 BP) vs. 248 HP / 8 Def Tapu Fini: 332-392 (96.7 - 114.2%) -- 81.3% chance to OHKO after Leftovers recovery
4 Atk Greninja-Ash Gunk Shot vs. 248 HP / 8 Def Tapu Fini: 210-248 (61.2 - 72.3%) -- guaranteed 2HKO after Leftovers recovery
4 Atk Greninja-Ash Acid Downpour (190 BP) vs. 252 HP / 28 Def Tangrowth: 306-360 (75.7 - 89.1%) -- guaranteed 2HKO
(^ A combination of Dark Pulse followed by Acid Downpour will KO Assault Vest Tangrowth)
Tapu Bulu is destroyed regardless of what form. This is especially helpful for breaking the Bulu/Heatran core, as removing Grassy Terrain and it's perks of halving E-Quake damage and passive recovery can hurt it a lot.
An alternative for this is Psychium Z with Extrasensory. By using this, you can break past Mega Venusaur, Keldeo, and Toxapex with some prior damage.
Groundium-Z with Dig can be used to achieve the same thing with Toxapex, but also threatens Magearna and Electric Types like Magnezone and Mega Manectric
This and the Magearna lure set are both meant to take pressure away from your teammates, which in turn can reduce damage taken from entry hazards or attacks.
The weakness for this set are those with strong Special Defense and resistances, like Chansey,, Ferrothorn, and Rotom-W. However, usual checks like the ones mentioned above can be nullified with the lure, so teambuilding is less constrictive.
Tsareena @ Leftovers
Ability: Queenly Majesty
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- High Jump Kick / U-turn
- Synthesis
- Trop Kick
- Rapid Spin
Tsareena is quite an underrated Pokemon that actually does well on this team as a Rapid Spinner. With Maximum HP and Defense, Impish Nature, and Leftovers, this thing reaches actually a good amount of physical defense even with average stats, eating many Earthquakes for breakfast, lunch, and dinner. It can even take hits from Kartana, who has the third highest attack out of any Pokemon (Before Mega Heracross and Mega Mewtwo X)
252 Atk Kartana Smart Strike vs. 252 HP / 252+ Def Tsareena: 108-127 (31 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
Rapid Spin is the other important move of this set. Removing entry hazards is always a good thing, and puts less pressure on your team from switching. Synthesis keeps this thing alive for a while, which is important when it comes to being a wall. High Jump Kick rounds off this set by allowing you to punish Steel type switch-ins, while U-turn cam keep momentum. It's up to you. Queenly Majesty lets you switch into Water Shuriken and Extreme Speeds from Ash-Greninja and Zygarde, respectively, as well as other random priority like Sableye's Will-o-Wisp before Mega Evolution. Aromatherapy is also a possibility on this set to remove status, but can force changing an important move slot, while Knock Off threatens Ghost-Types looking to spin-block.
While Tsareena is definitely outclassed by Tangrowth as a physically defensive wall, what it does have over it is the ability to lower a switch-in's attack stat, Spin away hazards, and threaten Ferrothorn with High Jump Kick, something Tangrowth cannot do without HP Fire. It is also faster and has better a better Attack stat with an immunity to priority. However, remember that this is not Tangrowth, you have no Regenerator, less physical defense overall, and that you have to take advantage of Rapid Spin.
Despite being resilient to resisted and most neutral physical moves, Super Effective physical moves, such as those from Mega Charizard X, can KO unless they have been Trop Kicked on switch. Super Effective Special Attacks also hurt, and even though it'll live a non-STAB hit most of the time, boosted or STAB moves would severely hurt or KO it.
Mamo (Mamoswine) @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Knock Off / Stealth Rock
Mamoswine is the team's revenge killer and possible late game win condition. Packing a lethal STAB combination of Ground and Ice, this thing can potentially threaten many teams with Earthquake, Icicle Crash, and Ice Shard alone. Thick Fat also gives it a resistance to Ice and Fire moves, making it an ideal check to Tapu Koko, Landorus-T, and others who rely on Ice coverage to hit Ground-Types Super Effectively. Sadly, it's speed is just OK, but a handy Choice Scarf lets it fix the speed problem in exchange for being locked into one move.
Earthquake and Icicle Crash are used for STAB, and nothing besides a few Rotom forms, Araquinid, and the unseen Golisopod resist both. Ice Shard lets this deal damage to faster threats like Choice Scarf Latios and Unburden-boosted Hawlucha, potentially KOing them if they are within range. As for the last move slot, Knock Off should almost always be there to punish Rotom-W and other switch-ins, and removing items is always a good thing. On the flip side, you can also use Stealth Rock if you really, REALLY want rocks up if Lando can't do it for some reason. Superpower can also work but makes you setup fodder for Mimikyu, which can be fatal.
Because this thing is faster with a Scarf, the focus on what troubles this mostly shifts from whatever can outspeed and KO to whatever resists the STAB move you are locked into it. For example, Toxapex is tickled by Icicle Crash but destroyed by Earthquake, while Tangrowth laughs at Earthquake but is afraid of Icicle Crash, so prediction is of importance, as with any Choice-locked set.
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat
Mega Pinsir is the main wallbreaker on the team, and does it's job of smashing through problem Pokemon well.
With a massive attack, good speed, and decent defenses, Mega Pinsir can be difficult to stop sometimes when boosted. Swords Dance doubles that awesome base 155 Attack Stat, and thanks to Aerilate, it uses strong STAB Flying moves out of Return and Quick Attack, with Close Combat to smack Rock and Steel types, and dent Rotom-W heavily, especially when boosted.
Mamoswine is Pinsir's best friend, as it can take any Electric and Ice move aimed at Pinsir and retaliate back. Tsareena is also very helpful. Rapid Spin support is almost mandatory for any team running Mega Pinsir, and without rocks on the field it has an easier time setting up and sweeping.
A trick to increasing it's durability is to refrain from Mega Evolving if you predict an Ice or Electric move from a Pokemon under 105 base speed, and Swords Dance, potentially saving you from taking more damage. Also take advantage of Hyper Cutter to set up on Landorus-T with no drawbacks.
This Pokemon is countered by faster Electric Types like Zapdos and Tapu Koko, but those in turn are hard checked by Mamoswine so should not be that big of a problem. Ground-immune Steel Types, especially Skarmory, are a big problem for Mega Pinsir, as well as faster Pokemon with Super Effective moves and Psychic Terrain screws up the Quick Attack sometimes, although Lele would be a fool to switch into Return.
Checks
Powerful Wallbreakers
This team has difficulty handling Pokemon that can easy bust a hole through the team or even outright sweep it. Choice Banded Hyperspace Fury has no switch-ins, even Magearna is possibly 2HKOd by it after rocks. Victini's V-Create and Electric coverage can destroy or cripple some of this team too, but cannot V-Create on Ash-Greninja and risk getting KOd. Sadly, Mega Medicham is not listed because Mega Pinsir and Ash-Greninja can prevent it from directly switching in, while Tsareena can Trop Kick it while being immune to Fake Out and Bullet Punch.
Setup Sweepers
While the former two do not enjoy Stealth Rock damage, they can potentially set up on a passive Pokemon like Tsareena and begin sweeping. Volcarona obliterates this entire team with STAB Fire and Bug moves, but fears Aerilated Quick Attacks and sometimes Water Shuriken if at low HP. Mega Pinsir cannot beat Choice Scarf Mamoswine but does live a Hydro Pump from Ash-Greninja at full HP and can KO back with Return, and proceed to threaten everything else. Mega Mawile, while slow, can soften up Landorus' and Mamoswine's Earthquakes with Intimidate, allowing it to set up Swords Dance and threaten the team late game, but cannot actually switch in or else setup could be foiled. All-in-all, these Pokemon should be killed as soon as possible, or else it's "gg".
Despite being a threat to offensive Pokemon, Mega Lopunny is not the biggest issue because of multiple reasons. Mega Pinsir's Aerilated attacks cripple it, Tsareena can switch into Fake Out and begin debuffing with Trop Kick, Landorus-T can Intimidate it's attack into less threatening levels, and Magearna lives a hit and KOs back with Fleur Cannon.
Here is a replay of a battle with this team
https://replay.pokemonshowdown.com/gen7ou-732428560
Thank you!