Hey there, quick backstory. I started playing on the sims back in gen 4 on what I believe was called netbattle at the time. Read smogon to learn competitive. I played on and off right up until gen 6, at which point team preview really turned me off of the game. Recently, I discovered that PS has a nice little android app, which triggered my return to competitive.
Here's my team - of the megas presently legal in OU, I chose Pinsir to build a team around to get my feet wet in OU again. He's got huge power, decent speed and bulk, awesome attacking types and setup priority.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Feint
I decided intuitively that Adamant with a total of 309 speed was better for the higher power, but here's a list of stuff that sits between 309(252 neutral) and 339(252 +spe):
+2 252 Atk Aerilate Mega Pinsir Feint vs. 248 HP / 0 Def Talonflame: 193-228 (53.7 - 63.5%) -- guaranteed 2HKO after Leftovers recovery
If I wanted to run Quick Attack, which hurts a lot more that Feint, I would have to 100% take out talonflame before a sweep, period. I initially tried Earthquake + Mold Breaker on Pinsir to murder Rotom, but I find that CC has better coverage and power. I found a different way to handle Rotom, switched to a combination of CC and Hyper Cutter to avoid that stat drop from Landy and others switching in. Moxie is also an awesome, valid choice. It comes down to this - which happens more often, I pick off a weakened 'mon before mega evolving which leads to a sweep, or I attempt to sweep before I am able to fully clear an intimidator. Lately the latter seems more likely. Plus, due to the intricacies of mega-evolving, if I check the mega-evolve box and my opponent switches in Landy, the switch and stat drop attempt occur before Pinsir mega-evolves, and the stat drop fizzles due to Hyper Cutter still being active.
In my experience and as per the smogon analyses, Pinsir has trouble with...
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 164 Atk / 112 SpA / 232 Spe
Naive Nature
- Freeze-Dry
- Earthquake
- Ice Shard
- Blizzard
Mamo's role here is as an attacker and as a lure. I outspeed timid heatran with these EVs, have enough spatk for the 2hko on skarm, denting and pushing it out. The rest in atk to make earthquake and ice shard still hurt.
Next I've got Serperior. This pokemon tanks Scalds and can eat a WoW from the likes of Rotom-W. i chose assault vest primarily to further this role.
Serperior @ Assault Vest
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain
I was on HP Ground at first but realized that getting through non-scarf heatran would not directly further my goal of sweeping with Pinsir - Scarftran, the true target, roasts Serperior either way.
Next up, we've got scarfchomp. Initially I used RHtankchomp as my SRer and to wear down priority users like talonflame and u-turners like Landy. This previous set was paired with a scarftran of my own. I have now decided to go with scarfchomp because it gives me an answer to DDzards. Additionally I had a harder time setting up a situation where I could bring in tankchomp and make it to my advantage.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Outrage
Fire Blast forces out Skarm and fries Sciz with minimal effort:
4 SpA Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 176-208 (52.6 - 62.2%) -- 99.6% chance to 2HKO after Leftovers recovery
Next I wanted a spinner to give Pinsir an easier time of setting up. I chose Starmie because I needed decent check to Keldeo. Additionally, it's in a great speed tier, getting past Gengar while still blasting mega Sableye for the 2hko:
252 SpA Life Orb Starmie Hydro Pump vs. 252 HP / 0 SpD Mega Sableye: 173-204 (56.9 - 67.1%) -- guaranteed 2HKO
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Ice Beam
I initally went with Psyshock over Thunderbolt but I had a problem with both forms of Slowbro. Tbolt still nets a 2hko vs CM Keldeo.
Finally, the glue. I went with an offensive SR heatran to shore up my problems with Clefable. Very easy to get rocks if I can get this thing out against Landorus, Excadrill and other guys that rely on ground moves for coverage. I like Magma Storm even without Toxic, Taunt, Protect and other shenanigans just because it makes getting switch momentum a lot easier. I am shaky on the second couple moves. Flash Cannon would only be for Clefable. Ancientpower/HP Rock or Stone Edge is for Talonflame and Charizards, Stone Edge dealing more to spdef talonflames at the cost of consistent accuracy. I figure the better PP of HP Rock plus the surprise factor might outdo the chance of going super-saiyan with Ancientpower. Without Earth Power I am of course dead vs other heatrans.
Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Any two of: Earth Power, Ancientpower/HP Rock/Stone Edge, Flash Cannon
I feel that the difficulty in picking coverage moves here may indicate that I am relying too heavily on Heatran as defensive glue. That being said in such a diverse metagame a team with an offensive goal cannot be expected to have a counter or even a check for everything without being watered down.
I could use some help with choosing moves for heatran and with any kind of somewhat common sweepers, cores, or defensive walls that I'll have a hard time with that I haven't considered.
Without further adieu, check out the importable:
Here's my team - of the megas presently legal in OU, I chose Pinsir to build a team around to get my feet wet in OU again. He's got huge power, decent speed and bulk, awesome attacking types and setup priority.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Feint
I decided intuitively that Adamant with a total of 309 speed was better for the higher power, but here's a list of stuff that sits between 309(252 neutral) and 339(252 +spe):
- Max speed Jolly Landy sits at 309 (stone edge, ouch)
- +spe 252 megachomp
- +spe 252 Kyurem-B
- +spe 252 the whole Mew cycle plus both flavors of Charizard
- +spe 252 Garchomp
+2 252 Atk Aerilate Mega Pinsir Feint vs. 248 HP / 0 Def Talonflame: 193-228 (53.7 - 63.5%) -- guaranteed 2HKO after Leftovers recovery
If I wanted to run Quick Attack, which hurts a lot more that Feint, I would have to 100% take out talonflame before a sweep, period. I initially tried Earthquake + Mold Breaker on Pinsir to murder Rotom, but I find that CC has better coverage and power. I found a different way to handle Rotom, switched to a combination of CC and Hyper Cutter to avoid that stat drop from Landy and others switching in. Moxie is also an awesome, valid choice. It comes down to this - which happens more often, I pick off a weakened 'mon before mega evolving which leads to a sweep, or I attempt to sweep before I am able to fully clear an intimidator. Lately the latter seems more likely. Plus, due to the intricacies of mega-evolving, if I check the mega-evolve box and my opponent switches in Landy, the switch and stat drop attempt occur before Pinsir mega-evolves, and the stat drop fizzles due to Hyper Cutter still being active.
In my experience and as per the smogon analyses, Pinsir has trouble with...
- Rotom-W, Thundurus and misc fast electrics
- Scarftran and other fast pokemon that resist the priority attack
- Faster priority like Talonflame
- Extremely bulky pokemon like hippo and skarm
- Landorus and other intimidators after mega evolving
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 164 Atk / 112 SpA / 232 Spe
Naive Nature
- Freeze-Dry
- Earthquake
- Ice Shard
- Blizzard
Mamo's role here is as an attacker and as a lure. I outspeed timid heatran with these EVs, have enough spatk for the 2hko on skarm, denting and pushing it out. The rest in atk to make earthquake and ice shard still hurt.
Next I've got Serperior. This pokemon tanks Scalds and can eat a WoW from the likes of Rotom-W. i chose assault vest primarily to further this role.
Serperior @ Assault Vest
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain
I was on HP Ground at first but realized that getting through non-scarf heatran would not directly further my goal of sweeping with Pinsir - Scarftran, the true target, roasts Serperior either way.
Next up, we've got scarfchomp. Initially I used RHtankchomp as my SRer and to wear down priority users like talonflame and u-turners like Landy. This previous set was paired with a scarftran of my own. I have now decided to go with scarfchomp because it gives me an answer to DDzards. Additionally I had a harder time setting up a situation where I could bring in tankchomp and make it to my advantage.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Outrage
Fire Blast forces out Skarm and fries Sciz with minimal effort:
4 SpA Garchomp Fire Blast vs. 252 HP / 4 SpD Skarmory: 176-208 (52.6 - 62.2%) -- 99.6% chance to 2HKO after Leftovers recovery
Next I wanted a spinner to give Pinsir an easier time of setting up. I chose Starmie because I needed decent check to Keldeo. Additionally, it's in a great speed tier, getting past Gengar while still blasting mega Sableye for the 2hko:
252 SpA Life Orb Starmie Hydro Pump vs. 252 HP / 0 SpD Mega Sableye: 173-204 (56.9 - 67.1%) -- guaranteed 2HKO
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Ice Beam
I initally went with Psyshock over Thunderbolt but I had a problem with both forms of Slowbro. Tbolt still nets a 2hko vs CM Keldeo.
Finally, the glue. I went with an offensive SR heatran to shore up my problems with Clefable. Very easy to get rocks if I can get this thing out against Landorus, Excadrill and other guys that rely on ground moves for coverage. I like Magma Storm even without Toxic, Taunt, Protect and other shenanigans just because it makes getting switch momentum a lot easier. I am shaky on the second couple moves. Flash Cannon would only be for Clefable. Ancientpower/HP Rock or Stone Edge is for Talonflame and Charizards, Stone Edge dealing more to spdef talonflames at the cost of consistent accuracy. I figure the better PP of HP Rock plus the surprise factor might outdo the chance of going super-saiyan with Ancientpower. Without Earth Power I am of course dead vs other heatrans.
Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Any two of: Earth Power, Ancientpower/HP Rock/Stone Edge, Flash Cannon
I feel that the difficulty in picking coverage moves here may indicate that I am relying too heavily on Heatran as defensive glue. That being said in such a diverse metagame a team with an offensive goal cannot be expected to have a counter or even a check for everything without being watered down.
I could use some help with choosing moves for heatran and with any kind of somewhat common sweepers, cores, or defensive walls that I'll have a hard time with that I haven't considered.
Without further adieu, check out the importable:
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Feint
- Close Combat
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 164 Atk / 112 SpA / 232 Spe
Naive Nature
- Freeze-Dry
- Earthquake
- Ice Shard
- Blizzard
Serperior @ Assault Vest
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Giga Drain
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Dragon Claw
- Fire Blast
- Outrage
Starmie @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Rapid Spin
- Ice Beam
Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Earth Power
- Flash Cannon