Fearsome Bug, old fashioned defense.

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He is too good to not use. The list of definitive walls for this guy is short and sweet Skarmory, Thundurus, and sort of Rotom-W (I will explain why later.) This entire team is made to either soften Mega Pinsir checks or provide indomitable walls to force switches.

Win Condition? (Pinsir) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake
The reason for the team and ridiculously OP. Jolly nature is to be as fast as possible because he never lacks power. Mold Breaker is strictly better than Moxie IMO, killing Rotom-W switch-ins with Earthquake is too good to be true, especially when many teams lean on the overused washing machine as their sole out to this mega bug. If the opposing team has Thundurus' it is usually a good play to avoid MEing as long as possible. Regular Pinsir lures the Thundy and hit with the Normal type Frustration, their Thundurus is now at about half health and you can switch out your Pinsir. Badda Bang Bong Boom.

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Pwnee (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald
I needed a wall softener and Specs Keldeo was too good. Skarmory and Thundurus fall to boosted Hydro Pumps. It is almost insulting to call Keldeo the back up muscle when he is so good at clearing out walls. Between the two of them there is nothing that walls them both (with a boost though, without a boost Pinsir "only" does ~45% defensive Suicune.) It is convenient to spam scald until you accrue many burns, or just go for broke on the Hydro Pumps. Specs Keldeo is perfect for outspeeding both Mega Charizards.

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G0dz1ll@ (Tyranitar) @ Choice Scarf
Ability: Sand Stream
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Crunch
- Stone Edge
- Superpower
- Pursuit
We all know Tyranitar is best friends with Keldeo but it is also BFFs with Mega Pinsir. Pursuit for trapping Talonflame and dealing good damage to it, and out speeding and OHKOing Thundurus (but should be wary of Paralysis, but 9/10 they will be over confident and think they can kill you with the focus blast.) Outspeeding and trapping the most common hazard removers in the meta is pivotal (the Latis and Excadrill). ScarfTar is perf.

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F-22 (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 36 SDef / 252 Def / 220 HP
Impish Nature
- Brave Bird
- Defog
- Whirlwind
- Roost
Physical wall and defogger that breaks the hearts and dreams of any physical attacker in the tier. Skarmory is not really intended to do much other than defog and force switches. I need Skarmory to be healthy as long as possible in order to use him as the switch encourager that I need in both Skarm and Chansey.

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P1nk 13L013 (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 64 Def / 252 HP / 192 SDef
Calm Nature
- Soft-Boiled
- Wish
- Heal Bell
- Seismic Toss
The other half of the switch encouraging duo. I try to not leave them out long. Instead I send out either Skarmory or Chansey and then I predict the switch into the other attacking type, and I send out the corresponding offensive threat. I try to make their massive corresponding defenses as unreasonably high as possible to make sure the switch is imperative. I usually wait until later in the game to start switching to make sure they actually know what they are doing and if not I just steamroll with the staller.

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Kitty (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 240 Spd / 64 Def / 204 HP
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Stealth rock setter, physical dampener, and only electric immunity. Landorus-Therian is the utilitarian and awkward role that plugs the holes. I however realize that my team lacks a special fire move which makes me weaker to steel types but I can usually handle them.
Any suggestions/comments would be appreciated. I have been doing VERY well with this team.
 
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