Mega Pinsir based team,please rate.

This is my team from an idea about mega pinsir

So obviously as the title says my first pokemon is mega pinsir

Pinsir @ Pinsirite
Ability: Hyper Cutter (Aerilate)
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Quick Attack
- Swords Dance
- Earthquake
- Return

Mega pinsir's ability aerilate makes all of his normal moves flying type and boots them to 1.3x power. With this he gains a very powerful stab in quick attack coming in at 78 power, huge for a priority move. If the enemy has a pokemon like ferrothorn or fortress that can't touch him he will SD and sweep the enemy team, otherwise he will usually act as a revenge killer for my team with his quick attack.

Next I wanted a good defensive pokemon that could switch in on the common fire and flying moves that threaten pinsir. I also wanted to maintain momentum so volt/turn was a must. Next up, Landrous-T.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Knock Off
- U-turn

This is my typical lead and physical tank. He knows stealth rock in order to kill focus sashes, and possible flying type sweepers like talonflame and dragonite. Earthquake is a good stab for converage. Knock off is for crippling the enemy tank by removing their leftovers, or the sweeper by removing their life orb. U-turn is for maintaining momentum.

Next i wanted a pursuit user to deal with pesky psychic types (mainly expeon). I didn't want to use bishop because everyone uses him and I'm kinda a hipster. Up next, Tyrannitar.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Pursuit
- Crunch
- Earthquake
- Stone Edge

Pursuit is his main use on the team for dealing with psychic types that will try to switch out of his grasp. Earthquake and Stone Edge give him (near?) perfect coverage for being able to semi-sweep. Im not entirely sure about the crunch though, most of the time whenever I'm using a dark move its gonna be because its super effective, so I'm underwhelmed by crunch and will almost always use pursuit over it. This might be open to become something cheesy like ice beam or something.

Next i wanted another sweeper/revenge killer. Greninja is the premier choice for this.

Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Extrasensory
- Ice Beam
- Scald
- Dark Pulse

I use life orb over expert belt for the extra damage, and sometimes this is who i have to use to wall break a skarmory with scald, and in that case expert belt is useless. Extrasensory is for coverage over the ever-present fighting types such as keldio and conkledurr. Ice beam is for dragons (dragonite+lati@s) and grass types that threaten him. Dark pulse rounds out the move set as another counter to psychics.

I needed a way to deal with water types now. The premier poke for this was a defensive Rotom-W. I did decide to run Rotom-W, but chose to run sort of an older set.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Trick
- Volt Switch
- Hydro Pump
- Will-O-Wisp

Tricking the choice scarf is for breaking walls+ruining greedy DD and SD sets. Volt Switch is to maintain momentum. Hydro Pump is the best stab available and will-o-wisp is for crippling physical sweepers so that Landrous can switch in without fear.

I felt i was lacking in special tank, and the best one ever is blissey.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold
Nature
- Wish
- Heal Bell
- Toxic
- Seismic Toss

Boosting a monstrous 700 hp and 400 special defense not even a stab focus blast will deal more than 50%. Wish is for healing herself and the team. Wish is amazing now on blissey. With 700 hp anyone i switch in to be healed will gain 350 hp, full hp for the rest of my team. Heal bell is to cure pesky paralysis and burn from my sweepers. Toxic is to deal residual damage to the enemy while stalling with wish, same with seismic toss.

Thats my team, sorry if i didn't use the best formatting this is my first time posting a RMT.


*Edits in red
 
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Playing mega pinsir without a spinner/defogger is meh. Starmie can do the same things of greninja. With analytic on the switch in u hit x1.3, more than greninja for psychic and scald.


Starmie @ Life Orb
Ability: Analityc
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Psychic/ Psyshock
- Ice Beam
- Scald
- Rapid Spin

Without she against deo-sharp teams u cannot win.

Your blissey cannot work. Is a mix with 2 set. With wish u need protect or softboiled. Is easy kill her if for recover hp u are forced to wait one turn. Toxic is meh in this gen for her. On the switch u should use heal bell or wish, and not poison.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Wish
- Heal Bell
- Soft-Boiled/Protect
- Seismic Toss

Pinsir is too slow. Even at +3, with quick attack u cannot okho so much mons. Is useless put evs in hp and hit last. Pinsir isn't bulky at all. With jolly nature u lost something in atk, but now u can use return over quick attack, dealing more damage.

Pinsir @ Pinsirite
Ability: Hyper Cutter (Aerilate)
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Quick Attack
- Swords Dance
- Earthquake
- Return
 
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Hello there!
Pretty threatening team you have here. Crippling your opponent with trick scarf Rotom-W and Will O' Wisp, cushioning hits with Landorus-T and Blissey while maintaining momentum with VoltTurn (+racking up SR damage on switches) and finally opening holes with Greninja and Tyranitar to sweep with Mega Pinsir.
Overall it seems like a great strategy to annoy your opponent and eventually go for the sweep.

Your team however could use some changes to be even more effective. I agree with most of what the above poster said; Pinsir should have a 252 Atk / 252 Spd / 4 SDef spread with a Jolly Nature to outpace most of the base 100 speed threats, like Jolly Garchomp, Jolly Mega Charizard X, Timid Mega Charizard Y and Timid Landorus-Incarnate. This will ensure that you outpace each of those without having to rely on Quick Attack, ensuring a clean KO at +2 or with prior hazards damage (Mega Charizard Y gets OHKO'd even by an unboosted Return with no prior hazards damage!). A spinner would also be optimal for your team; since you're using volt-turn as a strategy as well as using Mega Pinsir as a sweeper, racking up hazard damage on your team might really hamper you in extended games, becoming the deciding factor between a win and a loss. Starmie should fit your team decently, while performing a similar role as Greninja (might not be as a effective though, but Analytic + Life Orb boosted STAB does punish switches quite heavily).

I feel that Chansey would be clearly better than Blissey for your team. The added bulk with Eviolite lets it sponge hits that blissey otherwise couldn't, letting it also take random Psyshocks and non STAB fighting moves.

chansey.gif

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 SDef
Bold Nature
- Wish
- Heal Bell
- Soft-Boiled/Protect
- Seismic Toss

The set is essentially the same as that the above poster mentioned; the EV spread is however different. 252 Def and 252 SDef with Bold Nature let it make the most out of the Eviolite Boost. 641 HP is more than enough to take hits, as well as being able to pass 320 HP Wishes, which is more than enough to heal up your whole team. I'll also agree on the fact that you're probably going to want to use Wish/Heal Bell on the switch, Toxic probably won't help you here, since Chansey (or Blissey if you want to stick with her) is essentially your healer. Seismic Toss is there so that you aren't taunt bait.

Now for the minor changes that you could make to this team:
  • Use 0 Happiness and Frustration on Pinsir; it's essentially the same as Return, but this is a measure against Ditto switching in on your Mega Pinsir, copying the stat boosts and spamming Return on your team. This ensures that your opponent's Ditto to-go move is either Quick Attack or Earthquake, both of which can be worked against.
  • Landorus-T should have a 248 HP/ 252 Def spread (the remaining 8 EVs can be dumped anywhere) so it reaches a SR Number, or Odd Hp. This ensures that you can switch into SR as many times as possible, since with Even HP you can switch 8 times, however with Odd HP you can switch in 9 times if you are neutral to SR. You should do the same to Greninja, Tyranitar and Rotom-Wash by ditching the 4 HP EVs.
With this I conclude my rate. Hope I was of any help!
Have a nice day!
 
Hello there. Nice team here. However, Dalai Drama made a very valid point. Any team running Mega Pinsir should have a Defogger / Spinner. Getting hazards off the field don't just help your Pinsir, but also your VoltTurn core. Starmie is indeed a nice alternative but I'd suggest replacing Greninja (should you want to keep your VoltTurn core intact, otherwise Rotom) with Latias. Latias provides you with a solid answer to Zard Y as Blissey can't do anything to except Toxic-stall. She provides the Defog support you need as well. Since you said that Crunch has been underwhelming, I recommend you change Tyranitar's Crunch for Fire Blast so you have a solid answer to Ferrothorn who can potentially stop your Mega Pinsir from sweeping. I'd also suggest changing from ScarfTar to AV / Bulky Tar to be able to tank more special hits.
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 252 HP / 176 Atk / 80 SAtk
Sassy Nature
- Pursuit
- Fire Blast
- Stone Edge
- Earthquake
80 SpA Tyranitar Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 216-256 (61.3 - 72.7%) -- guaranteed 2HKO after Leftovers recovery

Latias @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost / Healing Wish
Hope I helped and good luck with your team!!
 
hey there I want to help you out so lets get started. First off make Pinsir's original ability Moxie, if you can get a quick attack kill before hand and get a plus one boost you're ready to go. I don't understand your ev's in HP i would put them in speed, base 105 speed (i believe) is something you want to invest in, other than that Pinsir looks fine :D.

Having two scarfers on the same team seems redundant. I know you want to trick but sometimes you will not get that opportunity, also putting landorus as your defensive mon is alright, but Rotom-W is much better at that job. Run a fully defensive set with Hydro Pump, Volt Switch, WoW and Pain Split and boot Landorus, Tyranitar does not need a scarf to be a pursuit trapper, you can make it a specially defensive Tyranitar and that can be your stealth rocker and pursuit trapper.

Greninja and Blissey look great :) but you are gonna need a spinner, run an excadrill with either sand rush (becasue ttar) or mold breaker. Give it an air balloon and it will be your offensive spinner

I hope i helped and wasnt too blunt! good team overall! Good luck!
 
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