Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 120 Def / 136 SDef
Bold Nature
- Night Shade
- Will-O-Wisp
- Taunt
- Recover
Usually my annoying lead, Taunt and Will-o-Wisp cripples users not named Talonflame and mess with the opponent's entry hazards. He works fairly well but I feel I could use another prankster, taunter or some form of entry hazards of my own to help ease the load on the team although from what I'm seeing, rocks to my team isn't that much of an issue.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 HP / 252 Spd
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake
The star of the team, Hyper Cutter allows me to negate Intimidate switches which have been key before the mega evolution. If I can get a SD off on a switch then it's usually game over for the enemy since Pinsir does way too much damage with Quick Attack/Return from his ability and added attack. Earthquake helps deal more consistent damage and coverage than Close Combat from my experience and from what I read in analysis.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- Brick Break
- U-turn
My answer to Fairies like Togekiss and Gengar. Since both hurt my team a lot Bullet Punch+Tech/Pursuit usually kills my threats and leaves a dent into the enemy team. U-Turn is there for the Volturn synergy that I have with Rotom which also is my answer to Talonflame and Azumarill two high priority threats that I've began to see. Prediction becomes super important when I'm using Scizor and although I've been fairly accurate with what I believe my opponent is going to do. That chance makes me cringe sometimes because almost at all points I feel should I Pursuit or Bullet Punch since most Gengars decide to stay in for some reason (the ones I'm playing mostly).
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Earth Power
- Fire Blast
- Ice Beam
- Sludge Wave
Nobody expects the Nidoking and he does fairly well for his job as a revenge killer. Although having 2 Choice items on a team makes me feel somewhat uneasy since I more than likely always need to switch. Which makes me realize entry hazards will kill my team. I tried Timid because Nidoking is fairly slow and because of Scarf he cannot kill anything so I swapped to Modest with Sheer Force to provide him the damage that would leave a target with 3-9% hp to an actual kill. I've tried Hydreigon in this slot too with the EV spread in the analysis with Scarf, Dark Pulse,Dragon Pulse, FB, Focus Blast. Too my experience sometimes I feel I would rather have Hydreigon in this situation and Nidoking in another.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Ice Beam
- Psychic
- Surf
- Rapid Spin
Typical spinner with Life Orb to help kill stuff since Starmie is by no means just a spinner. It's amazing coverage with it's speed also has shown its weight in situations. I feel like replacing Psychic for Thunderbolt but Psychic/Psyshock has proven somewhat useful for the STAB. Actually yea now that I think about it I honestly have no idea what use Psychic could have for my team but Mega-Venasaur, and Gengar which should be handled by Pinsir and Scizor respectively.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Typical Rotom setup and my answer to Talonflame, Azumarill, Kangaskhan with Will-o-Wisp and Volt Switch giving me the utility to change my mon to fight his mon at the current moment giving me momentum and also is a god pokemon to fall back on. With Pinsir it provides insane coverage since Pinsir does so much damage by himself. Rotom completely blocks Talonflame with the priority Brave Bird being a problem.
Made this team in like 10 minutes to play a friend on showdown. I then went on a smurf to see how far this team would go down while my friend watched because I honestly didn't think much but too my amazement i got into the 1770s with the team. So I would like feedback on what to fix because honestly I feel the team has a lot of potential and Mega Pinsir is really awesome to use. I would prefer to not use legendaries since its harder to get good IV ones in game, as well as items so stuff like Leftovers I would prefer if it could be 1-2 since again I don't have an army of Pickup users and its meant to be an in-game team that I was experimenting for fun.
From my experience problems I had were for one weather, Char Y usually requires me to sack more than 1 mon to kill it so that can be an issue. Entry hazards although Starmie can spin it away I still feel because I need to constantly switch or predict his move the amount of switching I would imagine would damage me. Other than that I'm not exactly sure what other mon or threats hurt this team but thank you for reading and giving me feedback.
Ability: Prankster
EVs: 252 HP / 120 Def / 136 SDef
Bold Nature
- Night Shade
- Will-O-Wisp
- Taunt
- Recover
Usually my annoying lead, Taunt and Will-o-Wisp cripples users not named Talonflame and mess with the opponent's entry hazards. He works fairly well but I feel I could use another prankster, taunter or some form of entry hazards of my own to help ease the load on the team although from what I'm seeing, rocks to my team isn't that much of an issue.
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 HP / 252 Spd
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake
The star of the team, Hyper Cutter allows me to negate Intimidate switches which have been key before the mega evolution. If I can get a SD off on a switch then it's usually game over for the enemy since Pinsir does way too much damage with Quick Attack/Return from his ability and added attack. Earthquake helps deal more consistent damage and coverage than Close Combat from my experience and from what I read in analysis.
Scizor @ Choice Band
Ability: Technician
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- Bullet Punch
- Pursuit
- Brick Break
- U-turn
My answer to Fairies like Togekiss and Gengar. Since both hurt my team a lot Bullet Punch+Tech/Pursuit usually kills my threats and leaves a dent into the enemy team. U-Turn is there for the Volturn synergy that I have with Rotom which also is my answer to Talonflame and Azumarill two high priority threats that I've began to see. Prediction becomes super important when I'm using Scizor and although I've been fairly accurate with what I believe my opponent is going to do. That chance makes me cringe sometimes because almost at all points I feel should I Pursuit or Bullet Punch since most Gengars decide to stay in for some reason (the ones I'm playing mostly).
Nidoking (M) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Earth Power
- Fire Blast
- Ice Beam
- Sludge Wave
Nobody expects the Nidoking and he does fairly well for his job as a revenge killer. Although having 2 Choice items on a team makes me feel somewhat uneasy since I more than likely always need to switch. Which makes me realize entry hazards will kill my team. I tried Timid because Nidoking is fairly slow and because of Scarf he cannot kill anything so I swapped to Modest with Sheer Force to provide him the damage that would leave a target with 3-9% hp to an actual kill. I've tried Hydreigon in this slot too with the EV spread in the analysis with Scarf, Dark Pulse,Dragon Pulse, FB, Focus Blast. Too my experience sometimes I feel I would rather have Hydreigon in this situation and Nidoking in another.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Ice Beam
- Psychic
- Surf
- Rapid Spin
Typical spinner with Life Orb to help kill stuff since Starmie is by no means just a spinner. It's amazing coverage with it's speed also has shown its weight in situations. I feel like replacing Psychic for Thunderbolt but Psychic/Psyshock has proven somewhat useful for the STAB. Actually yea now that I think about it I honestly have no idea what use Psychic could have for my team but Mega-Venasaur, and Gengar which should be handled by Pinsir and Scizor respectively.
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest
Typical Rotom setup and my answer to Talonflame, Azumarill, Kangaskhan with Will-o-Wisp and Volt Switch giving me the utility to change my mon to fight his mon at the current moment giving me momentum and also is a god pokemon to fall back on. With Pinsir it provides insane coverage since Pinsir does so much damage by himself. Rotom completely blocks Talonflame with the priority Brave Bird being a problem.
Made this team in like 10 minutes to play a friend on showdown. I then went on a smurf to see how far this team would go down while my friend watched because I honestly didn't think much but too my amazement i got into the 1770s with the team. So I would like feedback on what to fix because honestly I feel the team has a lot of potential and Mega Pinsir is really awesome to use. I would prefer to not use legendaries since its harder to get good IV ones in game, as well as items so stuff like Leftovers I would prefer if it could be 1-2 since again I don't have an army of Pickup users and its meant to be an in-game team that I was experimenting for fun.
From my experience problems I had were for one weather, Char Y usually requires me to sack more than 1 mon to kill it so that can be an issue. Entry hazards although Starmie can spin it away I still feel because I need to constantly switch or predict his move the amount of switching I would imagine would damage me. Other than that I'm not exactly sure what other mon or threats hurt this team but thank you for reading and giving me feedback.