ORAS OU Mega Pinsir Priority Spam (peaked 1598)

Mega Pinsir and Frens

Introduction

I figured I'd make a team based around MPinsir since it's freakishly powerful, but doesn't see as much usage because of all the other broken Megas. I put raikou with it because pinsir lures skarm and raikou can setup on it. From there I just threw some powerful priority and bulky offense mons.

In-Depth

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Pinsir @ Pinsirite
Ability: Aerilate (Hyper Cutter)
Nature: Jolly
EVs: 252 Atk | 252 Spe | 4 SpD
Moves: Return | Close Combat | Swords Dance | Quick Attack

Monster wall breaker. Initially, I was running earthquake + moldbreaker to 2hko rotom on the switch but i'd rather be able to hit rotom with cc after I mega. Also I get huge damage on lando-t when it switches in without intimidate help. SD allows me to destroy non-skarm stall (quag is 2hko'd). Quick Attack and Return are obligatory stabs. This is able to consistently tear apart balance as well.

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raikou @ Leftovers
Ability: Pressure
Nature: Timid
EVs: 252 SpA | 252 Spe | 4 SpD
Moves: Substitute | Calm Mind | Extrasensory | Thunderbolt

This is my way of punishing skarm switchins. If i catch skarm on the double i can get up a sub for free, and then if they go into a passive wall I can throw up some cm's. Alternatively, specs with volt switch could keep the momentum going. Extrasensory is there so that I can hit megavenu, which would otherwise wall 4/6 of my team. HP Ice is of course the main alternative.

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Pokémon @ Life Orb
Ability: Technician
Nature: Jolly
EVs: 252 Spe | 252 Atk | 4 SpD
Moves: Spore | Focus Punch | Bullet Seed | Mach Punch

Very powerful priority mon, can sleep something, and has a little surprise. After sporing something, i usually go for Focus Punch on the switch which actually destroys many offensive switchins. Lati, torn-t, zard all take 70ish from focus punch. After SR i can pick em off with mach. Great wallbreaker as well because focus punch 2hkos mandi and skarm (and neither can roost). Got this set from a team on bengay's team archive. It's jolly so that i can spore fully physdef garchomp without lettin rocks go up.

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Zapdos @ Leftovers
Ability: Pressure
Nature: Bold
EVs: 252 HP | 252 Def | 4 SpA
Moves: Roost | Volt Switch | Defog | Heat Wave

Physically defensive so I can beat tflame without having to run stone edge on tran. Grabs momentum as well with vswitch on things it beats. Heat wave's there to hit ferro bisharp and megagross, but it's not necessary, and I've explored running hp ice and hp grass as well. Mandatory Defog so Pinsir can work its magic.

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Azumarill @ Assault Vest
Ability: Huge Power
Nature: Adamant
EVs: 248 HP | 252 Atk | 8 SpD
Moves: Waterfall | Knock Off | Play Rough | Aqua Jet

More priority and a lati switchin. Switches in to keld which is necessary cause everything else takes big damage. I wanted somethin that wasn't completely passive so this fits the bill. Sadly it's my best way to hit lando-t and I actually get popped by scarf lando unless i predict uturns.

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Heatran @ Air Balloon
Ability: Flash Fire
Nature: Modest
EVs: 252 HP | 252 SpA | 4 SpD
Moves: Fire Blast | Stealth Rock | Flash Cannon | Earth Power

Another lati check and generally specially bulky mon. with 252 spa it can actually ohko lando-i on the switchin after rocks and lando-t takes like 70 if it stone edges to break the balloon. Obligatory rocker, and can actually set them up consistently thanks to balloon. After balloon gets popped it's a lot harder tho.

Threats

Gengar - if it has fblast it can 2hko tran. Pinsir can live one of anything and so can azu, but it can put a huge dent in my team.

Mega Metagross - sadly zapdos takes 50 from zen headbutt/ice punch and it outspeeds everything on my team but raikou, which can only do 44 with tbolt. If played well this should beat me.

Mega Diancie - After tran's balloon is popped I have to sack a mon to get azu or raikou in to do something in return.

Mega Venusaur - Walls 3/6 and can easily take extrasensory from unboosted raikou. Tran and pinsir can usually take care of it tho.

Mega Altaria - i have a soft check in balloon tran but after that it's azu to take care of it and that's not really something i want. if it gets to +2 after loon is popped it sweeps.

Calm Mind Latios - Blows me away. Sets up all over tran and then destroys everything else (i think +2 psyshock kills azu after rocks).

Importable

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Return
- Swords Dance
- Quick Attack

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Extrasensory

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Focus Punch
- Bullet Seed

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 8 Atk / 252 SpA
Mild Nature
- Fire Blast
- Stealth Rock
- Earth Power
- Flash Cannon

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 8 Atk / 8 SpD
Adamant Nature
- Knock Off
- Waterfall
- Play Rough
- Aqua Jet

Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Defog
- Roost
- Volt Switch
- Heat Wave

peak proof: (i'm magma admin)
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Hey man cool team! I think I have a few suggestions to make this team better! The first change I would make would be to change azu to choice band. Av is kind of sub par in today's meta and I think band will help break down some mons like fatchomp and skarm who give Mpinsir some trouble along with getting off a solid chunk of Mgross's hp if azu is not needed. Band azu is also a great answer to sand offense which usually troubles Mega Pinsir teams. Band azu can also act as an emergency check to stallbreaker talon if need be since aqua jet will out pace wow and brave bird won't do an insane amount when talon has not attack investment.

I would also change heatran to hippowdon. Hippo takes care of your lando-t weakness and also gives you a solid check to Mgross, gengar, talonflame, and diancie if healthy. Hippo still provides your team with rocks and handles birds just as well as heatran did but helps cover a lot of what you are weak to better than heatran. I think whirlwind is the best option in hippo's utility slot here since it helps deal with your weakness to altaria a bit and but stone edge or toxic can be used as substitutes if need be. Hippo also blocks volt switch users like manectric, opposing raikou, and the rare thundy that not only trouble pinsir but get unlimited momentum off of your team since with heatran keeping the balloon is too important in most cases so raikou is hard pressed to take on these mons and it doesn't even stop the momentum regardless. This option makes you a bit weaker to fairies but clefable does not really threaten you and Mgarde beat heatran anyways so I don't think it makes too much of a difference.

I would next change breloom to AV torn-t. One of the most splashable mons of oras makes another appearance. Av torn removes gengar entirely from the threat list and also gives you a solid answer to keldeo and the latis along with somewhat of a switch into Mgarde. Torn's coverage allows it to break through skarm and pressures/cripples rotom-w, heatran, scarf tar, raikou, and other various bird checks making torn-t+pinsir an incredibly hard offensive core to deal with. Av torn also gives you a faster mon to decently check things like Mgross that can threaten you. The loss of breloom makes you a little weak to dark but hippo handles the greatest offender of this type(bisharp) so I think it's fine to make this switch.

Last change I would make is changing zapdos to latios. Azu is not the best switch-in to keldeo regardless of assault vest or not due to scald burns and torn may be hard pressed to take a hydro at times so latios gives you a solid answer to keldeo to alleviate this issue. Latios also gives you a solid switch into zard-y which breaks apart your team otherwise. Zapdos really does not fit too well on the team any longer(assuming the past changes) because between raikou and hippo birds will not really be able to break you open too easily and you are weak to the aforementioned keldeo so latios seems like a better fit. The addition of latios along with torn also completely removes Mvenu from your threat list since both are complete counters to it. Since venu is no longer a threat a small change you can make is replacing extrasensory with hp ice on raikou. Luring in venu is no longer necessary for raikou since you now have two hard counters to it and your win con also completely annihilates it.

Cool team hope I helped :] I'l leave the changes in the tab below.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Whirlwind
- Earthquake

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
 
Hey there really cool team with the underrated threat;
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. There are a few suggestions I would like to make to improve this team further n_n
  • Firstly, I do notice your only means of dealing with
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    on the team is actually primarily
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    , however with Volt Switch as your only STAB move means that a SpDef variant which is really common can actually win it just by Roosting. Instead, I would suggest running Discharge so as to get that 30% chance of paralysis which can be really useful to cripple things in general.

  • Secondly, I feel that Flash Cannon on
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    is not that necessary
    , instead I would recommend running Taunt so as to help prevent things like
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    from setting up and so you win it 1vs1 if you have Leftover's recovery.

  • Lastly, I do notice that your team is really weak to Fairies like
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    ,
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    and
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    . So I would definitely recommend replacing
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    for
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    as it would definitely benefit the team. Not only does
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    provide a check to these Fairies, it also helps to cope against things like
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    which otherwise gets a kill easily every time it comes in safely. I would definitely recommend a bulky variant with Roost and Swords Dance so that it helps cope with these weaknesses while still providing your team with a secondary win-condition which is vital.


    Hope it helps n_n
 
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