






Hello everyone, this is my first mono team I created and has been by far one of the most successful for me. I was inspired to make this team after I saw Mega-Pinsir. I wanted to make the team especially offensive since there aren't too many great defensive bug types and so many great offensive bugs I wanted to use.

I wanted a team based around Megasir.


Forretress was placed in there to help Mega Pinsir sweep. (Spin and hazard support)



Heracross covers weaknesses and revenge kills.




Volcarona will serve as my special attacker.





Galvantula will be my second special attacker and revenge killer, also provides sticky web support for Pinsir.






Scolipede will be my pivot in to my attackers. He will allow me to switch the momentum of the game.


Minotaur(Pinsir) @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
This is the main man. He is my main physical sweeper. The way I use this guy is by quick-attacking an enemy with low health while Pinsir is in the pre-evolution phase to pick up a nice moxie-boost. His decent bulk after mega-evolving and his nature allows him to swords-dance without hesitation (most of the time). This set is explained in more detail on the strategy dex: http://www.smogon.com/dex/xy/pokemon/pinsir/ou/


Storm's End(Forretress) @ Custap Berry
Ability: Overcoat
EVs: 252 Atk / 4 Def / 252 SpD
Calm Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Forretress is my only mon that is defensive in this team. This one was added to give Pinsir an easier time sweeping; by giving rapid spin support and setting up hazards. I maxed out his special defense and gave him a calm nature to maximize his survivability; by allowing him to take neutral special attack hits fairly well. Custap Berry is also there to make sure he can get a rapid spin on a risky switch-in or to volt switch out to keep up momentum and make sure he lives. I'm trying to make sure that he doesn't die because hazards are extremely deadly to my team. If I see that the other team doesn't plan on setting anymore hazards and I have my side of the field clear, I squeeze Rocks and Spikes out of Forretress' face holes until faints. And I almost forgot, I picked Overcoat over Sturdy because Forretress will be switching-in on to hazards most of the time anyway; which makes sturdy useless.


Kross(Heracross) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Heracross serves as my revenge killer and to cover the team's weaknesses. I chose stone edge over earthquake because stone edge covers more of the team's weaknesses than EQ does. He's also very useful for in the cases I lose Forretress, Heracross can still do his job decently well despite there being hazards on the field. For more info on this set: http://www.smogon.com/dex/xy/pokemon/heracross/


Sol(Volcarona) @ Chesto Berry
Ability: Flame Body
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Quiver Dance
- Rest
- Fire Blast
- Bug Buzz
Volcarona serves as my special attacker. I chose a chesto-rest set so that I can Quiver Dance with more ease and recover my health and status condition in a single turn. I invested max EVs on health and not on speed and SpeDef because I am packing quiver dance. But I am maxing out special attack to have maximum firepower. My goal with this poke is to slaughter enemies in a single turn without getting hit; firepower over everything. Keeping that in mind, I chose Fire Blast over Fiery Dance because Fire Blast provides more firepower (allows me to beat enemy Volcaronas) and Quiver Dancing will already raise my special attack enough so that I won't have to rely on using Fiery Dance to boost my special attack. (Flamethrower can be used instead of fire blast but fire blast has worked well for me. Especially at times in which I didn't have time to quiver dance.) I use bug buzz more though; I only pull out a fire blast when necessary.
+4 252+ SpA Volcarona Fire Blast vs. 4 HP / 252 SpD Eviolite Chansey: 310-366 (48.2 - 57%) -- 91% chance to 2HKO
(I don't recommend going against a chansey, even with +4. I just want to show what this thing can do)
(I don't recommend going against a chansey, even with +4. I just want to show what this thing can do)


Garbo(Scolipede) @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Lonely Nature
- Protect
- Endeavor
- Megahorn
- Earthquake
Scolipede is my much needed pivot and my assassin avenger (he's a F.E.A.R. pokemon in disguise). Before Scolipede, I was getting destroyed by anything and everything that were able to set up properly. Once I saw this set on the strategy dex, I found it very useful as a revenge killer, not a lead as the dex implied it should be used as. The way to use him in this team is: Step 1. Scolipede protects to become faster than the enemy; Step 2. Gets hit by strong attack and kept alive by focus sash; Step 3. Use Endeavor and die to incoming attack; Step 4. Bring in Pinsir and quick attack while in pre-mega evolution to pick up moxie boost; Step 5. Fuck shit up. This now increases the value Forretress' job to rapid spin. I have those two attacking moves just in case I can't get hazards off the field.


Joules(Galvantula) Focus sash
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Thunder Wave
- Energy Ball
Galvantula is in the team to provide t-wave and sticky web support and special attack firepower. I normally use Galvantula as my lead to leave a dent on opposing team (compound eyes+thunder and t-wave). Sticky Web will allow Pinsir to now out-speed anything. T-wave+focus sash grants Galvantula revenge killing capabilities. I chose energy ball over bug buzz for coverage (punishes swamperts and others of the same type that are looking for safe switch-ins on an electric move); besides, I already have plenty of bug-type moves on my team.
OR


Little Turtle(Armaldo) Leftovers
Ability: Battle Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rapid Spin
- Knock Off
- Rock Blast
- Toxic
Hazards have been screwing me over so badly that I even started to use Armaldo as a second rapid spinner. By using rapid spin, he can lure in ghost types and deal solid damage with knock off. But by switching to armaldo, the team will only have only one special attacker. I invested all of those EVs into special defense so that I can have a special defensive wall and a physical wall(Forretress) ...more or less...
- Ghost types with hazard users. playing against ghost teams is such a pain in the ass. The only way I normally get by it is by powering through a good chunk of the enemy team with Heracross. But Armaldo is still not useless. You can spot these pretty easily if you see a froslass on their team. I have thought about using a defogger instead, but I haven't seemed to find one that is effective and works well with my team at the same time.
- (I need help with thinking of more possible threats. At the moment I can't seem to think of nor remember any other threats)
Pinsir (M) @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
Heracross (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Scolipede (M) @ Focus Sash
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpD
- Protect
- Endeavor
- Earthquake
- Megahorn
Forretress (F) @ Custap Berry
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Volcarona (F) @ Chesto Berry
Ability: Flame Body
EVs: 4 Def / 252 SpA
Modest Nature
- Quiver Dance
- Rest
- Fire Blast
- Bug Buzz
Galvantula (F) @ Focus Sash
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Thunder Wave
- Energy Ball
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Quick Attack
- Return
- Earthquake
- Swords Dance
Heracross (M) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge
Scolipede (M) @ Focus Sash
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpD
- Protect
- Endeavor
- Earthquake
- Megahorn
Forretress (F) @ Custap Berry
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Rapid Spin
- Stealth Rock
- Spikes
- Volt Switch
Volcarona (F) @ Chesto Berry
Ability: Flame Body
EVs: 4 Def / 252 SpA
Modest Nature
- Quiver Dance
- Rest
- Fire Blast
- Bug Buzz
Galvantula (F) @ Focus Sash
Ability: Compound Eyes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Thunder Wave
- Energy Ball
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