ORAS OU RMT: Paralysis Team Ft. Mega Pinsir

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!
 
Overall I find the intention behind the team admirable, by using T-wave to slow down the opposing team in order to provide a sweep. With that in mind, I rate this team a 6.2/10. The main reason I rate it so low is due to it's unconventional sets, rather odd items, and for some of the choices in mons altogether. While I know some players don't like to use standard mons, they are standard for a reason and the only two OU mons you have are clefable and Mew both with unconventional sets. Therefore I will provide some suggestions in order to improve your team, while changing the team members and goal as little as possible. P.S. apologies for how long this has gone without a rate.

The first suggestion I would make is to your
145MS.png
.
Zapdos's main niche in OU is being able to defog in the face of Bisharp thanks to Heat Wave. The set you suggested is run better by either thundurs, raikou, or torn-t respectively. The set I would like to suggest is in the menu below
2 Birdz (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
This set allows Zapdos to still check important threats, but alos gives it more utility as a whole. Volt switch is inferior to thunderbolt int this case because I renders Zapdos unable to bet talonflame one on one. Talonflame goes for roost vs Zapdos, takes 30% from voltswitch and then continues sweeping. This however is bait for mons like Lando-T, and Garchomp hence the next change.

Next I'd like to suggest you change
573.png
to
646-black.png
.
The main thing this does is provide you with a more powerful Wallbreaker. Cinccino doesn't do much to walls, and has a very limited niche in OU. Kyurem Black provides much stronger hits, and helps to break down a lot of former walls. The set I would personally suggest is the Scarf set, as it adds some much needed speed to your team. Another benefit of it is that it shares a lot of counters with Pinsir, allowing you to weaken a lot of those early on for a Pinsir sweep late game.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Outrage
The next suggestion I'd like to make is to change
630.png
for
598.png
.
You no longer need the Defog support Mandi provides and can instead use ferrothorn as a similar mixed wall, while also setting stealth rocks for you, opening up a slot on Clefable. It also helps to provide some t-wave support opening up sweeps for pinsir. Here's the set.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Thunder Wave

The next set I'd like to fix is your
036.png
set. The reason Clefable is so good in this meta right now is because its calm mind set is almost unstoppable once it gets going. It can also run an Unaware set, which usually serves to wish pass, as you seem to be using it. However I think a calm mind set is more bennefical to your team, allowing another way for the game to end, important as not every team can be sweeped by Pinsir + Kyurem Black. The set I'm suggesting can also serve to spread T-Waves early game further slowing down the opponents team. Here's the set.
Moon Moon (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
The next set I would like to adjust is your
151.png
set.
Yes I know Red Card can be fun, but to be honest it is only useful in counterteam formats, and VGC. Instead I'd like to provide you with a different kind of Mew, which also stops setup. This is the stallbreaker set, one which uses taunt to prevent the opponents setup mons, (such as mega slowbro or calm mind clefable) from getting too many boosts. It also serves as another bulky mon to switch into. I'm going to leave it up to you what you would prefer for the second slot. I'd highly recommend Will-O-Wisp as the choice as it greatly increases Mew's bulk, and you already have the combination of Magic Guard Clefable and Ferrothorn to switch into to take status respectively, but if you really believe you need Heal Bell, in order to ease your prediction, feel free to run it over Will-O-Wisp.
Enigma (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Taunt
- Will-O-Wisp
- Psychic
- Roost

The final adjustment I'd like to make is negligible, but its in regards to
127-m.png
.First of all 6HP IVs do exactly the same as 4 for future reference, secondly, 4 HP IVs leave Pinsir with an even number HP Value. (272) While this may seem like a good use of EVs, it makes it take 50% from Stealth Rocks, instead of 49.99% This means Pinsir can only switch into SR twice, rather than the 3 times it can with an odd number value. As such I recommend you move the HP EVS to Def EVs, as done in this set.
Caucastag (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Earthquake

That is all I've got for you. I know there were alot of changes but I tried to keep as many of the mons from your original team the same, while merely changing the sets. While this still leaves you with some weaknesses It should be fairly simple to play, a form of semi stall, in which you wear down and slow down the opponent's team until sending in Mega Pinsir to sweep late game. It shoudn't require too much prediction so try to avoid making crazy plays like staying in with Ferrothorn vs a Charizard :P. Hope I helped you out, and Good luck in your battles!
 
Last edited:
Overall I find the intention behind the team admirable, by using T-wave to slow down the opposing team in order to provide a sweep. With that in mind, I rate this team a 6.2/10. The main reason I rate it so low is due to it's unconventional sets, rather odd items, and for some of the choices in mons altogether. While I know some players don't like to use standard mons, they are standard for a reason and the only two OU mons you have are clefable and Mew both with unconventional sets. Therefore I will provide some suggestions in order to improve your team, while changing the team members and goal as little as possible. P.S. apologies for how long this has gone without a rate.

The first suggestion I would make is to your
145MS.png
.
Zapdos's main niche in OU is being able to defog in the face of Bisharp thanks to Heat Wave. The set you suggested is run better by either thundurs, raikou, or torn-t respectively. The set I would like to suggest is in the menu below
2 Birdz (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
This set allows Zapdos to still check important threats, but alos gives it more utility as a whole. Volt switch is inferior to thunderbolt int this case because I renders Zapdos unable to bet talonflame one on one. Talonflame goes for roost vs Zapdos, takes 30% from voltswitch and then continues sweeping. This however is bait for mons like Lando-T, and Garchomp hence the next change.

Next I'd like to suggest you change
573.png
to
Ani646BMS.png
The main thing this does is provide you with a more powerful Wallbreaker. Cinccino doesn't do much to walls, and has a very limited niche in OU. Kyurem Black provides much stronger hits, and helps to break down a lot of former walls. The set I would personally suggest is the Scarf set, as it adds some much needed speed to your team. Another benefit of it is that it shares a lot of counters with Pinsir, allowing you to weaken a lot of those early on for a Pinsir sweep late game.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Outrage
The next suggestion I'd like to make is to change
630.png
for
598.png
.
You no longer need the Defog support Mandi provides and can instead use ferrothorn as a similar mixed wall, while also setting stealth rocks for you, opening up a slot on Clefable. It also helps to provide some t-wave support opening up sweeps for pinsir. Here's the set.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Thunder Wave

The next set I'd like to fix is your
036.png
set. The reason Clefable is so good in this meta right now is because its calm mind set is almost unstoppable once it gets going. It can also run an Unaware set, which usually serves to wish pass, as you seem to be using it. However I think a calm mind set is more bennefical to your team, allowing another way for the game to end, important as not every team can be sweeped by Pinsir + Kyurem Black. The set I'm suggesting can also serve to spread T-Waves early game further slowing down the opponents team. Here's the set.
Moon Moon (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave
The next set I would like to adjust is your
151.png
set.
Yes I know Red Card can be fun, but to be honest it is only useful in counterteam formats, and VGC. Instead I'd like to provide you with a different kind of Mew, which also stops setup. This is the stallbreaker set, one which uses taunt to prevent the opponents setup mons, (such as mega slowbro or calm mind clefable) from getting too many boosts. It also serves as another bulky mon to switch into. I'm going to leave it up to you what you would prefer for the second slot. I'd highly recommend Will-O-Wisp as the choice as it greatly increases Mew's bulk, and you already have the combination of Magic Guard Clefable and Ferrothorn to switch into to take status respectively, but if you really believe you need Heal Bell, in order to ease your prediction, feel free to run it over Will-O-Wisp.
Enigma (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Calm Nature
- Taunt
- Will-O-Wisp
- Psychic
- Roost

The final adjustment I'd like to make is negligible, but its in regards to
127-m.png
.First of all 6HP IVs do exactly the same as 4 for future reference, secondly, 4 HP IVs leave Pinsir with an even number HP Value. (272) While this may seem like a good use of EVs, it makes it take 50% from Stealth Rocks, instead of 49.99% This means Pinsir can only switch into SR twice, rather than the 3 times it can with an odd number value. As such I recommend you move the HP EVS to Def EVs, as done in this set.
Caucastag (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Earthquake

That is all I've got for you. I know there were alot of changes but I tried to keep as many of the mons from your original team the same, while merely changing the sets. While this still leaves you with some weaknesses It should be fairly simple to play, a form of semi stall, in which you wear down and slow down the opponent's team until sending in Mega Pinsir to sweep late game. It shoudn't require too much prediction so try to avoid making crazy plays like staying in with Ferrothorn vs a Charizard :P. Hope I helped you out, and Good luck in your battles!
 
Since this post, I've made some changes to the team (my main problem is I actually compete more on the DS than other mediums of battle (mainly showdown) so Defog Zapdos was incredibly difficult to obtain. I've since swapped Mandibuzz for Ferrothorn (as you recommended) to help support and set up hazards to make Pinsir's sweep easier (I also swapped the EV investment in Pinsir to avoid the SR problems). Also, Clefable has been swapped for a Toxic Stall Milotic (I needed more of a dedicated wall than a Calm Mind Sweeper). Regardless, the swaps you suggested have helped (except I kept Cinccino to have a consistent out against Charizard, Gengar, Rotom, Espeon, and Azumarill which would otherwise trouble my team). I've also given Mew the Leftovers to help him better support than he would with Red Card (while Roar still gets rid of pesky Clefable/D. Dancers.
 
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