So I've been testing and building up this new team all week. My goal was to base a team around Mega Pinsir. In my opinion, Pinsir is suffering from the 6th Gen syndrome where any speed base 110 or below is too fragile to run as a sweeper in the Meta without proper support (don't get me wrong, the base 105 is fast enough, but it helps to have support to outrun threats like Gengar, Serperior, and the like). So I decided to test around with Paralysis and came up with a solid offensive/defensive support to take care of Pinsir's weaknesses while also preparing to set him up for the final sweep.
Caucastag (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Earthquake
This seemed like the ideal coverage for a Mega Pinsir. With the increasingly popular Intimidate swaps with the likes of Arcanine, Landorus, and Mega Manectric, Hyper Cutter seemed a better option than the usual Moxie (even though it helps set up for sweeping a little better, keeping the extra attack stat has proven beneficial on numerous occasions). Return will often OHKO with normal damage and is almost a guaranteed kill with Super Effective damage. Earthquake and Close Combat add coverage to deal with odd threats like Magnezone, Porygon, and Chansey. Quick Attack will take care of any Revenge Kill situation with ease (most importantly able to check off a dying Talonflame). Overall, this set has worked well and has been a strong sweeper as long as my support takes effect.
Kiki (Cinccino) @ Choice Band
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Rock Blast
- Tail Slap
- U-turn
Cinccino was kind of an odd tech choice on my end. I found that I was often suffering against common threats like Charizard, Azumarill, and Rotom-W, so I looked tirelessly for something that could check all 3 and came up with Cinccino. The Skill Link ability + Choice Band Power allows it to KO either Charizard Mega with a simple hit on Rock Blast. The Bullet Seed will take 3/4 of a physically defensive Rotom-W and straight take out one of the Specially Defensive sets. Other positions filled by Cinccino is that it gets around Focus Sash (common on Gengar and Smeargle) and check all the base 110 Speed+ Pokemon like Espeon and Serperior with a STAB Tail Slap. Cincinno has proven a helpful counter to these common core threats of the OU and has proven itself in my eyes.
2 Birdz (Zapdos) @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Volt Switch
- Heat Wave
- Hidden Power [Ice]
Zapdos was the final addition to this team after much testing. Initially, this spot was held by Thundurus to be a glass cannon T-Wave setter, but it seemed that Thundurus was ineffective and predictable, along with not quite as bulky. Zapdos eventually fit the bill a lot better. The Thunder Wave is somewhat unexpected from the common LOrb set, or even the bulk set that runs Toxic/Tailwind. Passing up on Thunderbolt, Zapdos provides a beautiful offensive pivot to check Ferrothorn and Garchomp/Landorus-T leads with Heat Wave and HP-Ice respectively.
Enigma (Mew) @ Red Card
Ability: Synchronize
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Roar
- Stealth Rock
- Psychic
- Roost
There are many words to describe Mew. Fun is my favorite. This Pokemon finally reached the team after testing with Klefki didn't turn out too nicely (effective defensive setup but subpar overall support). Mew provided me with a few missing links on the team:
1. Rock Setter
2. Setup prevention
I've had numerous people switch a Dragonite, Serperior, and other setup sweepers in an attempt to ruin it. Roar/Red Card have a hilarious dual purpose: if i manage to get hit, it can force a random switch into Rock damage and immediately force another switch with Psychic. Also providing a fun check to odd-end wall breakers like Medicham-M, Mew has definitely earned the support position on my team.
Pringles (Mandibuzz) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Defog
- Roost
- Toxic
Another key weakness of Pinsir is that it take x2 Stealth Rock damage on initial switch, and any other time after mega takes x4. I needed a way to dodge around Stealth Rocks so I didn't lose outright. Simultaneously, I seemed to struggle against Breloom, having no safe switch into Spore meant that I was doomed to sleep unless Pinsir was already active. Mandibuzz fit both of those profiles of defense with ease. Providing a Defog to fight back against Stealth Rocks and keep Pinsir viable, while providing a buffer against Spore. Mandibuzz's bulk also provides a good out to physical threats and can take care of pesky Eviolite walls and stare down threatening Ghost-types.
Moon Moon (Clefable) @ Sitrus Berry
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Moonblast
- Wish
- Heal Bell
- Thunder Wave
Clefable has been in it's position since day 1 of testing. It was the intial T-Wave setter along with the Cleric that was able to safely switch in on Wisps and Toxic while being able to heal other members (primarily Pinsir and Mandibuzz) when they fall victim to Toxic/T-Wave/Will-o-Wisp. It overall improves the longevity of the team and can check some ordinary Special Sweepers. It plays into the strategy of the team very well and has stalled out a few times to save games.
I'm very open to suggestions on this team. I have an odd play style and this team should be evidence enough that I don't always use ordinary things. Let me know if you have any suggestions but it'd be nice if you could give me an x/10 on this team. Thanks guys!
Caucastag (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 6 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Earthquake
This seemed like the ideal coverage for a Mega Pinsir. With the increasingly popular Intimidate swaps with the likes of Arcanine, Landorus, and Mega Manectric, Hyper Cutter seemed a better option than the usual Moxie (even though it helps set up for sweeping a little better, keeping the extra attack stat has proven beneficial on numerous occasions). Return will often OHKO with normal damage and is almost a guaranteed kill with Super Effective damage. Earthquake and Close Combat add coverage to deal with odd threats like Magnezone, Porygon, and Chansey. Quick Attack will take care of any Revenge Kill situation with ease (most importantly able to check off a dying Talonflame). Overall, this set has worked well and has been a strong sweeper as long as my support takes effect.
Kiki (Cinccino) @ Choice Band
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Rock Blast
- Tail Slap
- U-turn
Cinccino was kind of an odd tech choice on my end. I found that I was often suffering against common threats like Charizard, Azumarill, and Rotom-W, so I looked tirelessly for something that could check all 3 and came up with Cinccino. The Skill Link ability + Choice Band Power allows it to KO either Charizard Mega with a simple hit on Rock Blast. The Bullet Seed will take 3/4 of a physically defensive Rotom-W and straight take out one of the Specially Defensive sets. Other positions filled by Cinccino is that it gets around Focus Sash (common on Gengar and Smeargle) and check all the base 110 Speed+ Pokemon like Espeon and Serperior with a STAB Tail Slap. Cincinno has proven a helpful counter to these common core threats of the OU and has proven itself in my eyes.
2 Birdz (Zapdos) @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Volt Switch
- Heat Wave
- Hidden Power [Ice]
Zapdos was the final addition to this team after much testing. Initially, this spot was held by Thundurus to be a glass cannon T-Wave setter, but it seemed that Thundurus was ineffective and predictable, along with not quite as bulky. Zapdos eventually fit the bill a lot better. The Thunder Wave is somewhat unexpected from the common LOrb set, or even the bulk set that runs Toxic/Tailwind. Passing up on Thunderbolt, Zapdos provides a beautiful offensive pivot to check Ferrothorn and Garchomp/Landorus-T leads with Heat Wave and HP-Ice respectively.
Enigma (Mew) @ Red Card
Ability: Synchronize
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Roar
- Stealth Rock
- Psychic
- Roost
There are many words to describe Mew. Fun is my favorite. This Pokemon finally reached the team after testing with Klefki didn't turn out too nicely (effective defensive setup but subpar overall support). Mew provided me with a few missing links on the team:
1. Rock Setter
2. Setup prevention
I've had numerous people switch a Dragonite, Serperior, and other setup sweepers in an attempt to ruin it. Roar/Red Card have a hilarious dual purpose: if i manage to get hit, it can force a random switch into Rock damage and immediately force another switch with Psychic. Also providing a fun check to odd-end wall breakers like Medicham-M, Mew has definitely earned the support position on my team.
Pringles (Mandibuzz) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Defog
- Roost
- Toxic
Another key weakness of Pinsir is that it take x2 Stealth Rock damage on initial switch, and any other time after mega takes x4. I needed a way to dodge around Stealth Rocks so I didn't lose outright. Simultaneously, I seemed to struggle against Breloom, having no safe switch into Spore meant that I was doomed to sleep unless Pinsir was already active. Mandibuzz fit both of those profiles of defense with ease. Providing a Defog to fight back against Stealth Rocks and keep Pinsir viable, while providing a buffer against Spore. Mandibuzz's bulk also provides a good out to physical threats and can take care of pesky Eviolite walls and stare down threatening Ghost-types.
Moon Moon (Clefable) @ Sitrus Berry
Ability: Magic Guard
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Moonblast
- Wish
- Heal Bell
- Thunder Wave
Clefable has been in it's position since day 1 of testing. It was the intial T-Wave setter along with the Cleric that was able to safely switch in on Wisps and Toxic while being able to heal other members (primarily Pinsir and Mandibuzz) when they fall victim to Toxic/T-Wave/Will-o-Wisp. It overall improves the longevity of the team and can check some ordinary Special Sweepers. It plays into the strategy of the team very well and has stalled out a few times to save games.
I'm very open to suggestions on this team. I have an odd play style and this team should be evidence enough that I don't always use ordinary things. Let me know if you have any suggestions but it'd be nice if you could give me an x/10 on this team. Thanks guys!