This team is adapted from a really old M-Pinsir HO I used to run back before the DLC. It’s gone through quite a bit of change over the years, and I think I think it‘s quite good right now.

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Explosion
Mew is a pretty basic suicide lead. Taunt stops rocks, then I set up hazards, and then explode to bring in my next mon. Red card really messes up any kind of plan the opponent makes for stopping hazards, espe if they try to use a switch move and get sent to a random opponent. Mew can’t do anything against stall while M-Sableye is alive, but I won’t lead Mew against stall anyways.
Magearna-Original @ Weakness Policy
Ability: Soul-Heart
EVs: 252 HP / 112 Def / 4 SpA / 140 Spe
Bold Nature
IVs: 30 Atk
- Shift Gear
- Calm Mind
- Stored Power
- Draining Kiss
Magearna is my biggest wincon, since it easily sweeps once its checks are down. Weakness policy works great with Rilaboom’s grassy terrain, since I can get the boosts from an earthquake while taking neutral damage. In a perfect world, its teammates remove steels, and then I can shift gear on a weakened earthquake and sweep. Haze Pex is also annoying, since stored power with 1 shift gear + 1 calm mind won’t do anywhere near enough damage. Priority can also stop a sweep unless I get an opportunity to draining kiss.
Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Swords Dance
- Superpower
- Knock Off
SD Rillaboom is great for helping in a wide variety of matchups. It beats rain with the exception of Zapdos, who is pretty much forced to switch in. It can boost up and wall break against stall while obliterating unaware quag. SD GGlide kills even resists on fast offensive teams. It can lure and beat steels for Magearna against more balanced teams. Rillaboom is useful in nearly every game, either as a cleaner, wall breaker, or revenge killer. The most annoying matchups are Toxapex, Zapdos, and Corviknight because they can take even SD boosted attacks and either Haze away my boosts or kill me back.
Cinderace @ Psychium Z
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- High Jump Kick
- Zen Headbutt
Originally, this was a bulk up sucker punch set, but I found that the whole team got endlessly walled by Pex. With Psychium Z, I can easily destroy Pex after only a bit of chip from entry hazards. The only problem is if they use Baneful Bunker, but that’s usually rare, especially since most Pex will choose to scald the switch in. U-turn Is good for keeping momentum, and pyro ball and hjk are great in general.
Decidueye @ Life Orb
Ability: Long Reach
EVs: 252 Atk / 180 Spe
Adamant Nature
- Shadow Sneak
- Spirit Shackle
- Swords Dance
- Leaf Blade
When I was playing this team, I noticed that Excadrill, especially sand rush variants, pretty much forced me to allow a spin from the opponent. Decidueye blocks spin and also takes earthquakes well. Spirit shackle is great in about every matchup, since I can keep momentum, or trap bulky mons and boost up to remove them. Shadow sneak hits surprisingly hard and can take down many frailer neutral mons from about 35%. Long reach is a great ability, especially for revenge killing boosted Volcorona or trapping and eliminating Ferrothorn.
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Close Combat
- U-turn
This team had a free mega slot, and I decided to use that on Lopunny because of its great speed, perfect coverage, and U-turn support to get in frailer mons, which is nearly all of the team. Fake out is good to get a bit more damage or finish off a boosted sweeper or priority user. Limber is also useful pre-mega since I can switch into Chansey/Blissey without fearing paralysis, which would otherwise ruin it.
The pokemon this team struggles most with is Zapdos. Most of this team struggles with it, especially in rain, since Cinderace can no longer spam Pyro Ball and Hurricane kills everything but Magearna, which often gets paralyzed or taken out before it could set up.
Unaware Clefable walls a good portion of this team and Moonblast hits decently hard. My best option is Cinderace or Decidueye, but it can Teleport on the switch as well as out of Decidueye’s Spirit Shackle.
Mega Scizor ruins everything besides Cinderace, and can U-turn on the switch.

Mew @ Red Card
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Explosion
Mew is a pretty basic suicide lead. Taunt stops rocks, then I set up hazards, and then explode to bring in my next mon. Red card really messes up any kind of plan the opponent makes for stopping hazards, espe if they try to use a switch move and get sent to a random opponent. Mew can’t do anything against stall while M-Sableye is alive, but I won’t lead Mew against stall anyways.
Magearna-Original @ Weakness Policy
Ability: Soul-Heart
EVs: 252 HP / 112 Def / 4 SpA / 140 Spe
Bold Nature
IVs: 30 Atk
- Shift Gear
- Calm Mind
- Stored Power
- Draining Kiss
Magearna is my biggest wincon, since it easily sweeps once its checks are down. Weakness policy works great with Rilaboom’s grassy terrain, since I can get the boosts from an earthquake while taking neutral damage. In a perfect world, its teammates remove steels, and then I can shift gear on a weakened earthquake and sweep. Haze Pex is also annoying, since stored power with 1 shift gear + 1 calm mind won’t do anywhere near enough damage. Priority can also stop a sweep unless I get an opportunity to draining kiss.


Rillaboom @ Life Orb
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Grassy Glide
- Swords Dance
- Superpower
- Knock Off
SD Rillaboom is great for helping in a wide variety of matchups. It beats rain with the exception of Zapdos, who is pretty much forced to switch in. It can boost up and wall break against stall while obliterating unaware quag. SD GGlide kills even resists on fast offensive teams. It can lure and beat steels for Magearna against more balanced teams. Rillaboom is useful in nearly every game, either as a cleaner, wall breaker, or revenge killer. The most annoying matchups are Toxapex, Zapdos, and Corviknight because they can take even SD boosted attacks and either Haze away my boosts or kill me back.


Cinderace @ Psychium Z
Ability: Libero
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pyro Ball
- U-turn
- High Jump Kick
- Zen Headbutt
Originally, this was a bulk up sucker punch set, but I found that the whole team got endlessly walled by Pex. With Psychium Z, I can easily destroy Pex after only a bit of chip from entry hazards. The only problem is if they use Baneful Bunker, but that’s usually rare, especially since most Pex will choose to scald the switch in. U-turn Is good for keeping momentum, and pyro ball and hjk are great in general.


Decidueye @ Life Orb
Ability: Long Reach
EVs: 252 Atk / 180 Spe
Adamant Nature
- Shadow Sneak
- Spirit Shackle
- Swords Dance
- Leaf Blade
When I was playing this team, I noticed that Excadrill, especially sand rush variants, pretty much forced me to allow a spin from the opponent. Decidueye blocks spin and also takes earthquakes well. Spirit shackle is great in about every matchup, since I can keep momentum, or trap bulky mons and boost up to remove them. Shadow sneak hits surprisingly hard and can take down many frailer neutral mons from about 35%. Long reach is a great ability, especially for revenge killing boosted Volcorona or trapping and eliminating Ferrothorn.


Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Close Combat
- U-turn
This team had a free mega slot, and I decided to use that on Lopunny because of its great speed, perfect coverage, and U-turn support to get in frailer mons, which is nearly all of the team. Fake out is good to get a bit more damage or finish off a boosted sweeper or priority user. Limber is also useful pre-mega since I can switch into Chansey/Blissey without fearing paralysis, which would otherwise ruin it.
The pokemon this team struggles most with is Zapdos. Most of this team struggles with it, especially in rain, since Cinderace can no longer spam Pyro Ball and Hurricane kills everything but Magearna, which often gets paralyzed or taken out before it could set up.
Unaware Clefable walls a good portion of this team and Moonblast hits decently hard. My best option is Cinderace or Decidueye, but it can Teleport on the switch as well as out of Decidueye’s Spirit Shackle.
Mega Scizor ruins everything besides Cinderace, and can U-turn on the switch.