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National Dex Mega Pinsir Balance

Pokepaste: https://pokepast.es/03c6fdc565f5e3ee

I wanted to use a variety of under utilized mons, and the one that caught my eye was mega Pincir. It has also gotten me kinda far on ladder (Around 1550 elo).

The Team:
Offensive Core:
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Mega Pinsir
Pinsir @ Pinsirite
Ability: Moxie
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat

With this mon being the center point of the team it is best to use its capabilities to its fullest. This mon operates best as a cleaner with it having decent defenses to take a hit, SD and close out the game. The moves on this mon thus compliment it, [1] with Swords Dance to boost up for the ability to sweep, [2] Return for a strong accurate flying type move, [3] Quick Attack to finish faster weakened threats, and lastly [4] Close Combat for steel types that would normally wall you. You could run Earthquake over CC for mons such as Gholdengo. Though this moveset makes Mega Pincir very weak against flying and fire types, especially Moltres and Corviknight. Along with this it is very hard to get it into games with so many weaknesses and less than ideal defensive stats with its base form.


1017_Mask4.png

Ogerpon-Cornerstone
Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Horn Leech
- Superpower
- U-turn


This mon works really nicely with Mega Pincir being able to take down the fire and flying types that Pincir struggles with along with being able to weaken many of the resists and 3-2HKOS that Pincir struggles with because of this its main role is to deal as much damage as possible and then die. Because of this its moveset is an all out attacker trying to hit as many threats as hard as possible. [1] First there is Ivy Cudgel to deal with flying and fire types that Pincir struggles with it also just a good move to spam since this mon forces a lot of switches, [2] then there is Horn Leech for strong grass STAB along with some longevity (you can also run Power Whip for more power in trade off for longevity and accuracy, [3] next is Superpower to nail steel types that wall both Pincir and Ogerpon, [4] and lastly there is U-turn for momentum. This mon allows for Mega Pincir to sweep although it does struggle heavily with steel types which resist both of its STABS.

Defensive Core:
heatran (1).png

Heatran
Heatran @ Leftovers
Ability: Flash Fire
Tera Type: Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Protect
- Stealth Rock


Heatran fills the role as a offensive orientated special defensive wall, with it being able to stall out opponents over time. [1] Heatran carries Magma Storm for being a very strong STAB move that also functions to trap the opponent, though its less then ideal accuracy can be given some flack (I've lost some games due to this move not hitting when it needs too). [2] Secondly there is Earth Power to function as a mode to hit fire resists such as Raging Bolt. [3] Then there is protect, this goes in tandem with Heatran's item the leftovers. These combine to allow Heatran to sustain itself with a semi viable healing strat due to Heatran not having any viable methods besides this. [4] Lastly there is Stealth Rocks incase Great Tusk cannot get itself on the field with it just being an overall good move, altough more than one Rock setter on a team can be kinda sus so you could replace this move with something like Toxic which does fit better on this stally build of Heatran. Of course you have to deal with Heatran's number 1 enemy, ground types with them not being able to reliably stay in againts them. Secondly there is Knock Off mons, if Heatran's only source of healing gets cut off you have to be much more careful in deciding what damage to take on your Heatran. Altough this is where our next wall comes in.
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Corviknight
Corviknight @ Rocky Helmet
Ability: Pressure
Tera Type: Flying
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Roost
- Defog
- U-turn
- Body Press


Corviknight works as a strong defensive wall and pivot along with being able to tank Knock Off for other mons who can't survive without their item (Heatran lol). [1] Roost is here to heal, not much to say besides this wall has much more longevity than Heatran. Defog is for good hazard support, helps with the already good matchup againts opposing Great Tusk. U-Turn is for good pivoting into weaker mons such as Ogerpon and Pincir who normally can't switch into stuff reliably. (You can also try to speed creep by lowering speed IV's for slower U-Turns though I wouldn't recommend). Lastly there is Body Press for a reliable move that can hit mons such as Kingambit and Tyranitar which normally cannot be hit by Brave Bird which is still a reliable option if you don't like Body Press. This mon gets absolutely cooked by Gholdengo, with it hitting on its already weak special defense along with it blocking defog. Second there is Ogerpon which can reliable 2-3HKO Corv, this is also much more of a threat since this set doesn't run Brave Bird.

Support:
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Great Tusk
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Headlong Rush
- Rapid Spin
- Ice Spinner
- Stealth Rock
Great Tusk finishes off the offensive core along with being a massive help with just support in general, this set is supposed to hit hard and be as fast as possible. Offensively Tusk nails steel types that Ogerpon and Pincir struggle with. [1] Headlong Rush is used for being a very strong ground STAB which can hit steel types and just other threats in general, [2] next is Rapid Spin for solid hazard removal, [3] then there is Ice Spinner to hit targets that normally would give trouble to Tusk and the team as a whole such as Gliscor, [4] and lastly there is hazards for them just being good in general. You can replace a lot of these moves for Close Combat if you really want to. Tusk as a whole struggles with physical walls and special attackers but this mon is mainly used for support so I assume you don't need to take it for account as much
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Tapu Fini
Tapu Fini @ Choice Scarf
Ability: Misty Surge
Shiny: Yes
Tera Type: Water
EVs: 188 HP / 116 SpA / 204 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Moonblast
- Trick
- Defog/Calm Mind

Tapu Fini works as tanky speed control and support, with them being able to shut down walls in sacrifice for its held item. [1] Hydro Pump is used for STAB, although you could use a more accurate move such as scald but for me it doesn't necessarily fulfil this archetype though. [2] Moonblast is also for just a strong STAB move to spam in general. [3] Trick is used to cripple walls and to switch this build to be more defensive based. [4] Defog or Calm Mind can be used, with one essentially being useless unless the scarf is removed and the other only needing to be used in critical situations. Calm Mind can be used for more potency when scarf is removed while Defog allows for hazard removal and does not require the item to be removed to be useful. Honestly the choice is yours on the final move, I often flip-flop between them. Fini can struggle with breaking through steel types, though not defensively. To be honest I'm not sure what to add for weaknesses, sorry.


Finishing thoughts/critiques:
Looking at this team again I seem to struggle with Ogerpon-Wellspring decently, along with this I think I might have too much hazard support. I also probably over-exaggerated the weakness to steel types. If you see any other glaring issues I ask if you could address it in the comments along with potential solutions please.

Thanks for reading this if you did, sorry if my formatting is off this is the first time I've done a RMT in a while. Sprites gotten from Smogon sprite project
 
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