XY OU Offensive Mega Pinsir Team

How's this team?

  • It's GOOD

    Votes: 7 36.8%
  • It's aight

    Votes: 6 31.6%
  • Horrible...

    Votes: 6 31.6%

  • Total voters
    19
Team at a glance:
pinsir-mega.gif
crawdaunt.gif
chandelure.gif
excadrill.gif
tyranitar.gif
jellicent.gif


So the first thing to decide on is the main sweeper of this team, the MVP. Crawdaunt has been my favorite attacker ever since Gen 5 with the new HA, and XY just made Crawdaunt even stronger with a better Knock Off and Aqua Jet. So I decided to make Pinsir my main sweeper, and Crawdaunt my late-game cleaner.
pinsir-mega.gif
crawdaunt.gif


Both of these two are excellent Physical Sweepers, even able to take down Neutral Walls, some of the times. So I need a strong Special Sweeper in order to take down the Physical Walls that could get in Mega Pinsir and Crawdaunt's way. I went with Chandelure because it's already extremely powerful without a boost, and, giving it a Choice Scarf, Chandelure becomes fast enough to deal with threats that also outspeed Mega Pinsir and Crawdaunt. These three Pokes are the offensive core, I guess, of my team. I'm not really sure what a "core" actually is, but these three are always on the team because they can cover each other pretty well and they also have quite a bit of coverage.
pinsir-mega.gif
chandelure.gif
crawdaunt.gif


Next, I needed a Rapid Spinner or a Defogger to compliment both Mega Pinsir and Chandelure. They are both weak to Stealth Rocks and Chandelure is weak to Spikes also. So to kill two birds with one stone, I went with Mandibuzz as a Physical Wall and a Defogger.
pinsir-mega.gif
chandelure.gif
crawdaunt.gif
mandibuzz.gif


Mandibuzz worked out for a while, but it added to my weakness to Electric Types. So after going through another few Defoggers who could also hit Electric Types (I tried Defog Gliscor, it didn't work out), I ended up settling with Mold Breaker Excadrill because it also counters some of Mega Pinsir's counters, and cushions its Rock Type weakness.
pinsir-mega.gif
chandelure.gif
crawdaunt.gif
excadrill.gif


Due to the set that I was using on Excadrill, and a need to counter Talonflames (which just ruin Mega Pinsir's life), I added a Physically Defensive Rock Type Pokemon onto the team.
pinsir-mega.gif
chandelure.gif
crawdaunt.gif
excadrill.gif
gigalith.gif


So after toying with Gigalith for a while, I found its Special Defense too lacking, and its Attack too overwhelming. I just needed a Talonflame counter, and Gigalith's sky high Attack Stat was just too much overkill. So I needed a Pokemon that would have a lower Attack Stat but a higher Special Defensive stat so that it won't be completely demolished. So I went with a slightly Mixed Wall Tyranitar that can Wall Talonflames as well as some Special Attacking threats.
pinsir-mega.gif
chandelure.gif
crawdaunt.gif
excadrill.gif
tyranitar.gif


I also needed an Azumarill counter, because that thing will completely wreck Crawdaunt and Chandelure with its Aqua Jet and Play Rough. I decided to make a dedicated Azumarill Counter. So I went online and Google Azumarill Counters. I tried out Shedinja first.
pinsir-mega.gif
crawdaunt.gif
chandelure.gif
excadrill.gif
tyranitar.gif
shedinja.gif


Well... Shedinja just does not work when there's Sandstorm up. So I decided to actually go with Jellicent. This way, Jellicent can completely cover the three water weaknesses on the team, as well as absorb a Waterfall from Azumarill and proceed to cripple it. The spread on it will allow it to completely wall Azumarills.
pinsir-mega.gif
crawdaunt.gif
chandelure.gif
excadrill.gif
tyranitar.gif
jellicent.gif


I read a really clean, really aesthetic looking RMT the other day. I was so inspired by it that I decided to try to make my RMT look good too, so that readers will have an easy time, and I will also have an easy time looking at the team as a whole while making changes.
So here's the format I'm going to use for the in-depth looks:


Nickname (Pokemon) @Items - Reasons
Ability - Reasons
EVs
Nature
- Move - Reasons
- Move - Reasons
- Move - Reasons
- Move - Reasons

Explain EV Spread

Explain Playstyle and general role on the team.

Counters:
Countered By:

For the Counters and Countered Bys, these are only Pokemon that I've met, so it might not include every single Pokemon that can possibly be countered.


Now, onto the actual in-depth stuff (yay!)


pinsir-mega.gif

D!ckPinch (Pinsir) @ Pinsirite - Mega Evolution
Ability: Hyper Cutter - Excadrill already has Mold Breaker and Moxie is too situational
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake/Close Combat - Coverage move, allows Mega Pinsir to hit Fire, Rock and Electric Types/Coverage that hits common Pinsir Checks and Counters
- Frustration - Strong STAB move with no drawbacks, makes incoming Dittos useless
- Quick Attack - Priority STAB comes in Clutch
- Swords Dance - Boosts Pinsir's insane Attack Stat

So I want Mega Pinsir to be a fast Physical Sweeper. That's why I have Speed completely maxed out. It also doesn't need max Attack investment when it's going to set up a Swords Dance in most situations. And since I'm probably never going to keep Pinsir in on a Special Attacker, unless I know it can outspeed and OHKO the opponent, I just put 4 EVs into Defense so that its not bad Defense Stat at least gets something.

Generally I switch Pinsir in onto Pokemon I know it can take a couple of hits from. This usually includes Physical Fighting and Grass Type Pokemon. If the opposing Pokemon usually carries Electric or Ice type moves, which a lot of Fighting Types do, then it will Swords Dance without Mega Evolving and then proceed to Sweep. I find myself switching between Pinsir, Tyranitar and Excadrill a lot. Pinsir can wall Fighting and Ground Type attacks aimed at Excadrill and Tyranitar. Tyranitar takes care of Pinsir's Fire and Flying weaknesses. Excadrill spins Rocks away and takes care of Pinsir's Rock Type weakness

Counters:
534MS.png
003MS.png
448MS.png
286MS.png
068MS.png
214MMS.png
620MS.png
545MS.png
469MS.png
637MS.png
485MS.png
647MS.png
292MS.png
291MS.png
332MS.png

Countered By:
530MS.png
248MS.png
663MS.png
555MS.png
006MYMS.png
006MXMS.png
642MS.png
479WMS.png
479OMS.png
142MS.png
145MS.png
227MS.png
485MS.png
715MS.png



crawdaunt.gif

Clutch (Crawdaunt) @ Lum Berry/Focus Sash - Burns suck/For Dragon Dance set
Ability: Adaptability - For hitting hard
EVs: 4 HP / 252 Atk / 252 SpD 4 HP / 252 Atk / 252 Spe
Adamant Jolly Nature
- Aqua Jet - Priority STAB for late-game cleaning
- Crabhammer - Super strong STAB
- Knock Off - Strong STAB that gets rid of items
- Swords Dance/Dragon Dance - Getting nice and strong/Strong and fast, can spam Knock Offs for days

So the whole point of Crawdaunt is to come in late-game and pick off weakened Pokemon one-by-one with Aqua Jet, or using another move when Crawdaunt is faster. So the 252 Attack is pretty easy, it allows Crawdaunt to pretty much OHKO any neutral opponent or do considerable damage even to resisted opponents. 4HP and 252 Special Defense is there to allow Crawdaunt to live one non-STAB coverage attack (ex: Thunderbolt from Gengar or Dazzling Gleam from Alakazam) in order to get up a Swords Dance.

So like stated above. I usually try to get a safe switch-in with Crawdaunt. Then I can take one hit, or absorb one Status move. This allows Crawdaunt to set up one Swords Dance. Usually Crawdaunt just spams Aqua Jets after setting up the Swords Dance, or, if Crawdaunt is still at full HP, a Knock Off to kill of a big threat on the opposing side.

Counters:
248MS.png
142MS.png
065MS.png
094MS.png
609MS.png
655MS.png
229MS.png
202MS.png
199MS.png
356MS.png
593MS.png
113MS.png
450MS.png

Countered By:
006MYMS.png
003MS.png
286MS.png
637MS.png
145MS.png
598MS.png
212MMS.png
596MS.png
303MMS.png
547MS.png
534MS.png
184MS.png



chandelure.gif

CandleJack (Chandelure) @ Choice Scarf - For Speed
Ability: Infiltrator - Flash Fire isn't really useful because I have three Fire resists
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball - Coverage on Ground and Water Types
- Shadow Ball - Strong STAB move
- Flamethrower - Strong, reliable STAB move
- Will-O-Wisp - Cripples Physical Attackers, especially good against Sucker Punchers like Mega Mawile and Bisharp

Chandelure is really strong and really frail. It's OK speed can be boosted to really good levels with Choice Scarf and its insane Special Attack can OHKO a lot of threats without receiving any boosts. So all the EVs go to Speed and Special Attack, allowing Chandelure to become an insane good Fast Special Sweeper. I chose Modest Nature because Neutral 252 in Speed outspeeds up to Greninja, which is enough in OU. The 4 HP allows Chandelure to maybe take one or two resisted/neutral hits on both sides.

I end up using Chandelure as a Revenge Killer most of the time. Since it can't hope to take any hits, maybe besides Bullet Punch or any Bug Type attacks, Chandelure has to have a safe switch into the battlefield. This allows the fast Chandelure to effectively Revenge Kill most opponents. Chandelure also constantly switches into predicted Will-O-Wisps and Fighting Type moves, usually aimed at Crawdaunt or Tyranitar.

Counters:
065MS.png
094MS.png
080MS.png
212MMS.png
286MS.png
547MS.png
385MS.png
205MS.png
530MS.png
460MMS.png
579MS.png
282MMS.png
709MS.png
472MS.png
598MS.png

Countered By:
248MS.png
593MS.png
113MS.png
342MS.png
184MS.png
609MS.png
395MS.png
530MS.png
485MS.png
553MS.png
009MMS.png
130MMS.png



excadrill.gif

Excalibur (Excadrill) @ Assault Vest - To take on Rotom-W, pretty much
Ability: Mold Breaker - For Rotom-W... pretty much
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake - Strong STAB, and for Rotoms
- Rock Slide - Coverage move for Special Fire Types
- Iron Head - For Fairies, and to try to cause as much Flinch as possible. It's also STAB
- Rapid Spin - This is the reason for Excadrill, to clear the field for Chandelure and Pinsir

I wanted to make a Bulky Excadrill that could Tank a hit and then Rapid Spin or attack. Since I already have an extremely powerful Physical Wall (Tyranitar), and there's no item like Assault Vest for Physical Defense, I decided to make an AV Excadrill. This means max HP and Special Defense. The 4 Attack ensures that I can get rid of threats.

As stated with the Pinsir's Playstyle section, Excadrill is constantly shuffling around with the other two. It's always Rapid Spinning and tanking Rock Type moves. Though, Excadrill's main job is to get rid of pesky Rotoms, Rotom-W and Rotom-H. It's great Special Defense, thanks to Assault Vest, also means that it can taken on most Electric Types, who are mainly Special Attackers.

Counters:
135MS.png
181MMS.png
145MS.png
310MMS.png
462MS.png
479WMS.png
479OMS.png
642MS.png
036MS.png
671MS.png
700MS.png
468MS.png
703MS.png
485MS.png
604MS.png

Countered By:
663MS.png
006MXMS.png
392MS.png
555MS.png
068MS.png
534MS.png
620MS.png
448MS.png
652MS.png
647MS.png
342MS.png
184MS.png
658MS.png



tyranitar.gif

BANGIRAS (Tyranitar) @ Leftovers - Increase battle time
Ability: Sand Stream - Because Unnerve isn't that great and Special Defense boost is awesome
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Crunch/Pursuit - Strong STAB/For Latios, Latias and Choiced Pokemon who are weak to Dark
- Stone Edge - Strong STAB, gets rid of Talonflames, Charizard-Y and other Flying and/or Fire Types
- Stealth Rock - Breaks sashes so Pinsir, Crawdaunt and Chandelure can have clean Sweeps and cripples Flying/Fire Types
- Ice Punch - Coverage, this is the most replaceable move right now

Tyranitar is my main Physical Wall and Talonflame Counter. But It's also got some Special Defense EVs in order for it to take some Special Attacks, especially Grass Type attacks which 3 of my Pokemon are weak to, like surviving a SolarBeam from Charizard Y. 56 Special Defense EVs also allow Tyranitar to survive most Focus Blasts from most Pokemon, maybe besides Thundurus, with Sandstorm active. The rest of the EVs goes towards Physical bulk.

As stated before in the RMT, Tyranitar usually switches into Talonflames or other Fire Type attacks going towards Mega Pinsir or Excadrill. It also tanks hits from Flying Type opponents. Whenever I anticipate a switch, usually from Talonflame, Tyranitar will take that opportunity to set up Stealth Rocks, which is much easier than trying to predict. If Crunch is replaced with Pursuit, then there could be more options.

Counters:
663MS.png
555MS.png
642MS.png
142MS.png
145MS.png
485MS.png
715MS.png
398MS.png
430MS.png
059MS.png
006MXMS.png
229MMS.png
609MS.png

Countered By:
006MYMS.png
642MS.png
094MS.png
647MS.png
448MMS.png
214MMS.png
184MS.png
282MMS.png
303MMS.png
547MS.png
068MS.png
534MS.png



jellicent.gif

Moustachio (Jellicent) @ Leftovers - Longevity on the battlefield
Ability: Water Absorb - To check most water types
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Scald - STAB with a chance of burn
- Will-O-Wisp - For burning to cripple Physical Attackers
- Recover - Adding to Longevity
- Taunt/Protect - So opponents can't set up on Jellicent and so that they can't Recover for themselves, usually to force switches/Scouting and get Leftovers healing

Jellicent serves as the ultimate defense against Water Types, which my team is really weak to. It can also wall Azumarill pretty nicely. The 44 Def allows Jellicent to take a Play Rough from an Azumarill and then a consecutive Play Rough while it's burned. This ensures that Jellicent can cripple an Azumarill that outspeeds it, while surviving. The rest of the EVs goes towards Special Defense Bulk because Jellicent is my primary Special Wall.

Usually Jellicent can get a safe switch-in onto predicted Focus Blasts aimed at Tyranitar, only switch in Jellicent if Chandelure can't take the opponent. Jellicent also enjoys switching into predicted Water Type moves. Once Jellicent switches in, then usually it proceeds to Will-O-Wisp if the opponent is a Physical Attacker or alternate between Recover and Scald if the opponent is a Special Attacker. If necessary, Jellicent can use Taunts to force switches and then allow a better match up to switch back in.

Counters:
184MS.png
647MS.png
(These are the big ones, but Jellicent pretty much counters every Water Type)
Countered By:
534MS.png
342MS.png
625MS.png
248MS.png
332MS.png
461MS.png
466MS.png
598MS.png
354MMS.png
709MS.png
711MS.png
604MS.png
006MYMS.png



Replacing Clutch
azumarill.gif

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Knock Off


Replacing Excalibur
excadrill.gif

Excalibur (Excadrill) @ Air Balloon/Leftovers
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe 120 HP / 136 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin


For walling Azumarill and Rotom-W, replacing Chandelure/Jellicent maybe?
amoonguss.gif

Fun Guy (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Giga Drain
- Clear Smog
- Spore
- Sludge Bomb

D!ckPinch (Pinsir) @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Frustration
- Quick Attack
- Swords Dance

Clutch (Crawdaunt) @ Lum Berry
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 SpD
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance

CandleJack (Chandelure) @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Shadow Ball
- Flamethrower
- Will-O-Wisp

Excalibur (Excadrill) @ Assault Vest
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

BANGIRAS (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 200 Def / 56 SpD
Impish Nature
- Crunch
- Stone Edge
- Stealth Rock
- Ice Punch

Moustachio (Jellicent) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 44 Def / 212 SpD
Calm Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt

So here's the team. Please pick it apart as much as possible! I would love for this team to improve a lot!

Thanks!
 
Last edited:
Love the team seems really great. One thing is why don't you run Close Combat Over Earthquake on Mega Pinsir? Close Combat covers almost the same amount as Earthquake with the exception of being to OHKO more mons IE: Tyranitar. As Aegislash is gone Close Combat Mega Pinsir has become way more viable and it would seem to handle some of the pokemon that counter your Mega Pinsir. Close Combat is Able to OHKO about any type of Tyranitar you see.
Calcs against 'counters' with close combat:
252 Atk Mega Pinsir Close Combat vs. 252 HP / 252 Def Tyranitar: 444-524 (109.9 - 129.7%) -- guaranteed OHKO
252 Atk Mega Pinsir Close Combat vs. 4 HP / 0 Def Excadrill: 452-532 (124.8 - 146.9%) -- guaranteed OHKO
252 Atk Mega Pinsir Close Combat vs. 4 HP / 0 Def Aerodactyl: 212-250 (70.1 - 82.7%) -- guaranteed 2HKO
252 Atk Mega Pinsir Close Combat vs. 0 HP / 0 Def Rotom-H: 141-166 (58.5 - 68.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mega Pinsir Close Combat vs. 252 HP / 0 Def Heatran: 284-336 (73.5 - 87%) -- guaranteed 2HKO after Leftovers recovery
As you see even if your opponent were to switch into Rotom-H,Heatran, Or Aerodactyl to take your incoming 'earthquake' you can easily hit them hard with Close Combat. Hope it helped because I gotta admit your team looks fun to use.
 
Love the team seems really great. One thing is why don't you run Close Combat Over Earthquake on Mega Pinsir? Close Combat covers almost the same amount as Earthquake with the exception of being to OHKO more mons IE: Tyranitar. As Aegislash is gone Close Combat Mega Pinsir has become way more viable and it would seem to handle some of the pokemon that counter your Mega Pinsir. Close Combat is Able to OHKO about any type of Tyranitar you see.
Calcs against 'counters' with close combat:
252 Atk Mega Pinsir Close Combat vs. 252 HP / 252 Def Tyranitar: 444-524 (109.9 - 129.7%) -- guaranteed OHKO
252 Atk Mega Pinsir Close Combat vs. 4 HP / 0 Def Excadrill: 452-532 (124.8 - 146.9%) -- guaranteed OHKO
252 Atk Mega Pinsir Close Combat vs. 4 HP / 0 Def Aerodactyl: 212-250 (70.1 - 82.7%) -- guaranteed 2HKO
252 Atk Mega Pinsir Close Combat vs. 0 HP / 0 Def Rotom-H: 141-166 (58.5 - 68.8%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Mega Pinsir Close Combat vs. 252 HP / 0 Def Heatran: 284-336 (73.5 - 87%) -- guaranteed 2HKO after Leftovers recovery
As you see even if your opponent were to switch into Rotom-H,Heatran, Or Aerodactyl to take your incoming 'earthquake' you can easily hit them hard with Close Combat. Hope it helped because I gotta admit your team looks fun to use.
The reason Pinsir runs EQ is because it allows Pinsir to get Electric and Fire types very easily, allowing for an undisturbed sweep, so to not lose the SD boost. But Ttars are quite annoying. For now I'm going to try out Close Combat. I'll get back to you on what I think about it. The calcs seem very promising
 
Hey WilliXL,

Nice team you have here; just a quick thought.

Why not change his nature from Adamant < Jolly, give him a Lum Berry < Focus Sash and give him Swords Dance < Dragon Dance ?

Thanks to Adaptability, your hitting everything for stupid hard damage anyway, so what Clutch really needs is the ability to outspeed stuff.

After one DD with Jolly Max Investment you outspeed all Max Invest 105 plus Speed Natures like Mega Pinsir, being able to land Aqua Jet with ease to clean up late.

Since cleaning up late is his role, Speed is just as important as power in Clutch's case.

Focus Sash, ensures that you get off one DD so that you can accomplish your end game.

Yes, burns suck, but if you predict a WoW well you have Chandelure. [ which is why Flash Fire is useful :-P ] While Scald-Users, though Crawdaunt can absorb a water attack, if fearing a burn, you switch into Jellicent and gain back HP and laugh at your opponent.

Let me know what you think about this. ^_^
 
Hey WilliXL,

Nice team you have here; just a quick thought.

Why not change his nature from Adamant < Jolly, give him a Lum Berry < Focus Sash and give him Swords Dance < Dragon Dance ?

Thanks to Adaptability, your hitting everything for stupid hard damage anyway, so what Clutch really needs is the ability to outspeed stuff.

After one DD with Jolly Max Investment you outspeed all Max Invest 105 plus Speed Natures like Mega Pinsir, being able to land Aqua Jet with ease to clean up late.

Since cleaning up late is his role, Speed is just as important as power in Clutch's case.

Focus Sash, ensures that you get off one DD so that you can accomplish your end game.

Yes, burns suck, but if you predict a WoW well you have Chandelure. [ which is why Flash Fire is useful :-P ] While Scald-Users, though Crawdaunt can absorb a water attack, if fearing a burn, you switch into Jellicent and gain back HP and laugh at your opponent.

Let me know what you think about this. ^_^

Hi!
Thanks for the reply!

So usually as a late-game Sweeper, Clutch really doesn't need a lot of Speed, because it's mostly just spamming Aqua Jets. The only time I ever use Crabhammer or Knock Off is when I'm facing Walls. So due to priority, I've never actually needed good speed.

But if Clutch is going to switch over to a Focus Sash set with DD, that might be a good idea. Spamming Knock Offs from a Crawdaunt seems pretty scary.
 
wow that is a pretty unique team. However I can see several weaknesses that you really need to fix.

First of all, you say that Jellicent is your Azumarill counter, but you are 100% wrong. Azumarill usually has Knock Off and you have no way to stop the Belly Drum set. Look at how Jellicent is demolished by Knock Off (or even Play Rough, considering the Choice Band set):

252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 44 Def Jellicent: 324-382 (80.1 - 94.5%) -- 50% chance to OHKO after Stealth Rock <= Assault Vest set

252+ Atk Choice Band Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 44 Def Jellicent: 486-572 (120.2 - 141.5%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 44 Def Jellicent: 339-399 (83.9 - 98.7%) -- 75% chance to OHKO after Stealth Rock

Well, I'm not even going to show the damage caused by the Belly Drum set, since your whole team is swept if it gets the boost. Apparently, not just Azumarill, your team is very weak to Rotom-w (using Assault Vest Excadrill with the ability Mold Breaker doesn't help, really).

In my opinion, Jellicent and Chandelure are bad choices to be used on the OU tier. Being slow (Chandelure needs the Scarf to outspeed stuff, so it can be used as set up bait once it gets choice locked) and weak to Knock Off, Pursuit and Sucker Punch is just a bad thing. I would suggest trying other Pokemon, such as Bulky Swords Dance Scizor, Assault Vest Azumarill and bulky Rotom-w, so you can cover both Keldeo and Azumarill very nicely, as well as covering a lot of common Pokemon found on OU battles. You might as well change Excadrill's ability to Sand Rush, Tyranitar EV spread to a Specially Defensive approach (holding a Smooth Rock) since it is much better overall and Rotom-w already walls Talonflame all day. As people said before, Crawdaunt is better with a Focus Sash (I would rather use Latias just to counter Rotom-w, but I think Crawdaunt is cool, for being unusual lol).

Well, here my suggestions, but you can probably make something better:
Clutch (Crawdaunt) @ Focus Sash
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance (DD) I like this idea

Excalibur (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

BANGIRAS (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 56 Def / 200 SpD
Sassy Nature
- Crunch
- Stone Edge
- Stealth Rock
- Ice Beam

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Knock Off

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 40 Atk / 216 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off
- Roost

Good Luck!

Edit: forgot you were trying to play with Mega Pinsir.. lol oh well, Mega Pinsir needs a different kind of support anyways

Hi!
Thanks for replying!

Yeah, I can see it now. Jellicent gets owned by Play Roughs on switch-ins. And I do agree with Chandelure being easy to Pursuit. My Tyranitar has done it countless times and also to other choiced Pokes who are weak to Dark.

I like your Mega Scizor team, but I do still want to try to play a Mega Pinsir team. Haha, Mega Pinsir FTW.
Anyways about your Azumarill suggestion, I had tried that in the past, but Azumarill, besides the different typing is sort of redundant if on the same team as Crawdaunt. They both have a strong Physical water STAB, Aqua Jet and (if there's no setup moves on Azumarill) Knock Off. The only difference is Play Rough on Azumarill.
I just tried the DD set on Crawdaunt, and I just love it. It can take out pretty much everything (besides Azumarill... DAMMIT). So having an Azumarill will be kind of redundant.

For Rotom-W, as much as I would LOVE to have a Rotom-W on my team, I don't really like playing with Legendaries. Sooner or later, I'm doing to create this team in my Y version. And it's too hard to control IVs in game, so I don't really want to go through the hassle of doing that. I like pure and simple breeding.

That being said, I still need a solid Rotom-W and Azumarill counter on my team. Since I don't want to use Rotom-W, which also counters Talonflame, I think I'm going to keep the Tyranitar set for now to wall Talonflames. This means that I also need an Azumarill check/counter.

So I'm looking to replace Chandelure, because I completely agree that Chandelure's choice lock and frailness is ruining the team Synergy. I still really like Jellicent though, because it allows me to cover the water weaknesses of Excadrill and Tyranitar, who are both big supports for Pinsir. Though I thought of looking into Gastrodon to replace Jellicent, but that would mean adding another Poke weak to Grass.


Ok, I rambled on a bit, sorry about that.
So here are the Pokes I'm looking to change/replace

Excadrill to Sand Rush set
Crawdaunt to AV Azumarill (but probably not b/c Clutch is my fav Poke)
Chandelure to something that can Counter Rotom-W and/or Azumarill (maybe something with Unaware and also Heal Bell or Aromatherapy)
Jellicent to Gastrodon (just maybe, but probably not) (actually, now that I think about it, Gastrodon completely walls Rotom-W besides WoW. But still probably not)

So I guess the replacements would make this sort of a sand team, but not a sand team... interesting
Also, without Lefties on Ttar, that would mean that Ttar would get less time on the Battlefield. So maybe a Wish Passer could also be a good replacement for Chandelure.

Please tell me what you think! The most replaceable one right now is Chandelure, and maybe Jellicent but whatever is replacing these two, one of them has to be a Ghost Type to cover for Ttar's 4x weakness to Fighting.
 
Hello nice to see you here. Hope you're having a nice summer

I actually made a Mega Pinsir team similar to yours (Pinsir, TTar, Excadrill) but I actually never considered using Crawdaunt, probably because I was so deadlocked into using a Choice Band. Dragon Dance is really neat and I haven't seen that before, it would definitely remedy Crawdaunt's lackluster speed for Knock Off/Crabhammer. In fact, I might try it, Azumarill sounds a little bland for me now.

To replace Chandelure, you could try a Gengar instead, like I did on my team. Levitate = synergy typewise with Tyranitar and Excadrill, plus it's also part Ghost. Great speed+Great SpA+Poison to kill fairies = a good Chandelure replacement IMO.
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb/Sludge Wave
- Dazzling Gleam/Thunderbolt/Taunt/Will-O-Wisp/Disable
- Substitute

First two moves are simple. Shadow Ball for STAB. Sludge Bomb/Wave for STAB as well, I generally use Bomb b/c of near equal power + greater chance to poison but idk Sludge Wave if a Chesnaught shows up or something. Third moveslot has many choices, Dazzling Gleam to kill Darks and Fightings (which would probably make Sludge Wave redundant). Thunderbolt idk but maybe for bulky Water types. Taunt to shut down all walls and setuppers w/o Prankster. WoW to cripple physical attackers but your Jellicent already has it so it might be redundant. Finally, Disable, my favorite, you can shut down Sucker Punches and other moves that might put a huge dent in Gengar, I typically Substitute first to block status and scout and then Disable. EVs and Nature are pretty self-explanatory, and 0 IVs for minimum Foul Play damage.

Rotom-Wash IMO would be better than Jellicent as an afterthought...it's not a legendary btw from your previous post and you can always just catch them in the Lost Hotel or find some on GTS (probably not a good idea though XD), though it would be hard to control IVs.

I hate Legendaries as well, cause you can't replicate them in-game. It's really sad and annoying when you battle an OU team and 3 to 4 of the team members are things like Heatran, Terrakion, Landorus, and Keldeo.

Hope this helped and see you at West next year!
 
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Hello nice to see you here. Hope you're having a nice summer

I actually made a Mega Pinsir team similar to yours (Pinsir, TTar, Excadrill) but I actually never considered using Crawdaunt, probably because I was so deadlocked into using a Choice Band. Dragon Dance is really neat and I haven't seen that before, it would definitely remedy Crawdaunt's lackluster speed for Knock Off/Crabhammer. In fact, I might try it, Azumarill sounds a little bland for me now.

To replace Chandelure, you could try a Gengar instead, like I did on my team. Levitate = synergy typewise with Tyranitar and Excadrill, plus it's also part Ghost. Great speed+Great SpA+Poison to kill fairies = a good Chandelure replacement IMO.
Gengar @ Black Sludge
Ability: Levitate
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb/Sludge Wave
- Dazzling Gleam/Thunderbolt/Taunt/Will-O-Wisp/Disable
- Substitute

First two moves are simple. Shadow Ball for STAB. Sludge Bomb/Wave for STAB as well, I generally use Bomb b/c of near equal power + greater chance to poison but idk Sludge Wave if a Chesnaught shows up or something. Third moveslot has many choices, Dazzling Gleam to kill Darks and Fightings (which would probably make Sludge Wave redundant). Thunderbolt idk but maybe for bulky Water types. Taunt to shut down all walls and setuppers w/o Prankster. WoW to cripple physical attackers but your Jellicent already has it so it might be redundant. Finally, Disable, my favorite, you can shut down Sucker Punches and other moves that might put a huge dent in Gengar, I typically Substitute first to block status and scout and then Disable. EVs and Nature are pretty self-explanatory, and 0 IVs for minimum Foul Play damage.

Rotom-Wash IMO would be better than Jellicent as an afterthought...it's not a legendary btw from your previous post and you can always just catch them in the Lost Hotel or find some on GTS (probably not a good idea though XD), though it would be hard to control IVs.

I hate Legendaries as well, cause you can't replicate them in-game. It's really sad and annoying when you battle an OU team and 3 to 4 of the team members are things like Heatran, Terrakion, Landorus, and Keldeo.

Hope this helped and see you at West next year!
AAYYYYYYY DAVIS! My man!

Lol, what's wrong with me...
Yeah, anyways. I think Gengar could be a very strong presence on this team. I don't actually quite remember why I had chosen Chandelure. I think it was because I needed a way to counter Skarmorys.

Sludge wave is a special move from a pervious gen, so I have no way of using it anyways. LOL

Well, I like your suggestion, but I still need more time to think about it. Right now, I'm testing Amoonguss as a replacement for Jellicent for my Azumarill and Rotom-W counter. I gotta say, it's working really well. It can take a +6 Play Rough from an Azumarill and still live, which is just insane. So that means adding another Poison type could be redundant.

Right now I need a strong Special Attacker to cover those insane Physical Walls, especially Skarmory. A Thunderbolt from a Gengar, unfortunately will not be able to guarantee an OHKO after Stealth Rocks and definitely won't knock Skarmory down to its Sturdy. And a Substitute won't block Whirlwinds. Unless I could go Specs Gengar and replace Sub with Focus Blast so I can predict strong Pursuit users to switch in.

Once I finish testing Amoonguss on the team, I'll try out Gengar.

Thanks for the suggestions!

and yup! See you in September!
 
Actually, come to think of it Gengar might not be that great due to its inability to counter Ferrothorn unless it has Taunt.
 
Actually, come to think of it Gengar might not be that great due to its inability to counter Ferrothorn unless it has Taunt.
Mhhmmmmm.... I think Chandelure is good for Countering Scizor, Skarmory and Ferrothorn pretty well. Or at least I can use it to pull double switches into Pinsir so I get a free turn to set up.
 
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