RMT: "Pinsir for S Rank" (1750+) (First RMT)

How sexy is Mega-Pinsir on a scale from 1-10?


  • Total voters
    40
PINSIR FOR S RANK
A Team Centered Around the Ultimate Bug
pinsir-mega.gif

Team Preview:

pinsir-mega.gif
gothitelle.gif
chansey.gif
skarmory.gif
quagsire.gif
534.gif


Team-Building Philosophy
My love for Pinsir began when it destroyed my first team. Seeking to find out what I could add to my team to stop the insect, I was shocked to see that in OU, Pinsir had only 2 semi-reliable counters, Zapdos and Rotom-W, and 1 very reliable counter, Skarmory. Recently, Pinsir fell into A+ rank in the OU viability chart after a long stay in S rank. Although there are good reasons for this drop in ranking, I thought that with the right support, I could "prove" that Pinsir deserves S rank. I don't necessarily believe Pinsir deserves S rank, but I wanted to make a team that supports it to the extent that it acts like an S rank mon (don't really know if this makes sense lol). I ended up with this weird mix of stall and offense, but it... works. I've had a good amount of success with this team, and I really enjoy playing it, but there is room for improvement and there are certainly issues I need help with.

Team Members

pinsir-mega.gif

Queen B (Pinsir-Mega) (F) @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 24 HP / 252 Atk / 232 Spd
Jolly Nature
- Frustration
- Quick Attack
- Earthquake
- Swords Dance

I believe this is the optimal moveset for the Pokemon. EV's are to outspeed max speed garchomp. Not much to explain, one SD on an unprepared team and it's good day.

gothitelle.gif

( ͡° ͜ʖ ͡°) (Gothitelle) (F) @ Choice Specs
Ability: Shadow Tag
EVs: 252 SAtk / 92 HP / 164 Spd
Modest Nature
- Psychic
- Thunderbolt
- Energy Ball
- Trick

One of the best ways to help Pinsir is to get rid of physical walls. What better way to do this than Gothitelle? It kills any physical wall, cripples the ones it can't. It's also surprisingly bulky, able to live a Gengar shadow ball at full health and OHKO back. Overall this thing does what it's meant to do. I'm down for suggestions about the EV spread though, but I need enough speed to outrun the likes of Mandibuzz. I'd also like opinions on whether this thing is really necessary for taking down Pinsir's counters safely.

chansey.gif

The Brick (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Wish
- Softboiled
- Heal Bell
- Seismic Toss

Chansey is a brick. If the enemy team has no way to break this thing, it might as well give up. Overall, the most useful function of Chansey is to use wish as the opponent switches to a fighting type such as Conkeldurr, giving me a free switch to Pinsir/Talonflame. It also, of course provides invaluable support for Skarmory.

skarmory.gif

Erick the Red (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Stealth Rock
- Defog
- Whirlwind
- Roost

Although the team is built around Pinsir, Skarmory is possibly the MVP. It reliably gets rid of Pinsir and Talonflame's greatest weakness; stealth rocks. However, I have my doubts. For example, it shared Pinsirs weaknesses, and because I don't have Stealth Rocks on any other Pokemon, it can't run an attacking move, which can be bad sometimes (taunt). I was thinking of running the rocks on Chansey, but is it worth giving up heal bell? And if I take stealth rock off Skarmory, is there better hazard control? I dunno man, I need some thoughts on this.

quagsire.gif

Hug? (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Scald
- Recover
- Toxic
- Haze

Quagsire sorta just popped up on the team because it basically handles some of the things that the Skarm-Chan core can't such as any thundurus, talonflame, DD tyranitar and more. I also run haze because BP hasn't been nerfed yet.Toxic is super useful for nabbing things on the switch. A pretty solid team member, but maybe theres better options. Unfortunately the Skarm-Chan-Quag core can't handle everything, but I'll discuss threats to the team later.

534.gif

True Grit (Conkeldurr) (M) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 252 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off


Talonflame had great utility because of U-turn, fire coverage, and powerful priority. However, due to the defensive core of the team easily being handled by a few wallbreakers, I decided to add Conkeldurr (shoutouts to Scarfed Raptor for the suggestion). Depending on how effective it is, it will stay, but it will probably prove itself to be more useful than Talonflame in the long run.

Threat List
The main reason I made this RMT is because while this team is very effective, it has a hard time handling certain threats:

Aegislash: Unfortunately, the team struggles with the most viable OU Pokemon :(. Chansey can wall any set besides Sub-Toxic or Life Orb + Sacred Sword. To kill it, I've either had to trick it with Gothitelle, or get Pinsir to +2 so it can earthquake. The addition of Conkeldurr slightly alleviates the team's Aegislash weakness.

Keldeo: If its life orb/specs, it can break past conkeldurr

Now that the Kyurem-b/Landorus-I problem has been alleviated, there is much less weakness. The only Pokemon I can think of that can still break past everything is Mega-Medicham and Mega-Mawile.

As you guys can see, my problem is wall-breakers. How do I deal with these Pokemon being able to kill my defensive teammates who are absolutely essential for the whole team?

Updates
Replaced Talonflame with Conkeldurr

Put nicknames on everyone:
- Queen B: Pinsir at 0 happiness is sassy af
- ( ͡° ͜ʖ ͡°): The face I make when I trap something
- The Brick: There's no other way to describe Chansey
Erick the Red: Skarm has a helmet and reminds me of a viking, Erick the Red is a famous viking.
Hug?: That's all Quagsire wants
True Grit: Conkeldurr has guts

Changed Gothitelle's EV's to outspeed Rotom-W with no speed investment.

Is it a good idea to put Stealth Rock on Chansey instead of Heal Bell so that Skarm can run an attacking move? Chansey and Conk already absorb status pretty well...

 
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Hi theV8man, congratulations for your team, only two comments.

Change Psychic wih psyshock for Blissey and Chansey.
Change Tailwind with Will-O-Wisp

What can help tailwind? WoW is dying talon when you use it on a ttar, or simply taking in predict.

Only this, congratulations for your team!
 
Hi theV8man, congratulations for your team, only two comments.

Change Psychic wih psyshock for Blissey and Chansey.
Change Tailwind with Will-O-Wisp

What can help tailwind? WoW is dying talon when you use it on a ttar, or simply taking in predict.

Only this, congratulations for your team!
Thanks, I'll take your suggestions into account, you're right about both.
 
Another surprisingly useful option in that last slot for Talonflame is Sleep Talk, as it lets it act as a decent sleep absorber, especially against Baton Pass teams. When using Sleep Talk, you're always guaranteed to use either of your powerful CB boosted STABs, or U-turn out into whatever you need to. I always found that T-Tar isn't that big of a deal for CB Talon since you can always U-Turn out of it and do a decent number while you're at it, but Will-O-Wisp is definitely decent at softening up random stuff with burns. Just food for thought.

Now for legit changes. I'd strongly recommend dropping Protect for Softboiled on Chansey, since you wont have to give away free turns in order to heal up (most important point), it gives you more recovery PP in long games, and you don't have Toxic either which means Protect is pretty much useless outside of scouting for random Knock Offs, which are just as likely to hit you when you switch in anyway (from Lando-I, Thundy-I, etc) and doing so also risks giving away free switches yet again.

The team framework looks standard as far as common trapping teams go, it looks basically the same as the GothZard teams that folks like Dauude Sandstorm have been using for a fair while now, except with Pinsir instead of Zard and Talonflame instead of Amoongus. That said, it sure as heck works and there's nothing wrong at all with using a proven core to amplify your success, and I like your choice in going with Pinsir because I generally think he's a more menacing threat than Zard-Y that isn't as easily revenged or outsped.

On a final note, I always like to see some good replays of teams in action too, so damn you for not putting one in the OP :P
 
Another surprisingly useful option in that last slot for Talonflame is Sleep Talk, as it lets it act as a decent sleep absorber, especially against Baton Pass teams. When using Sleep Talk, you're always guaranteed to use either of your powerful CB boosted STABs, or U-turn out into whatever you need to. I always found that T-Tar isn't that big of a deal for CB Talon since you can always U-Turn out of it and do a decent number while you're at it, but Will-O-Wisp is definitely decent at softening up random stuff with burns. Just food for thought.

Now for legit changes. I'd strongly recommend dropping Protect for Softboiled on Chansey, since you wont have to give away free turns in order to heal up (most important point), it gives you more recovery PP in long games, and you don't have Toxic either which means Protect is pretty much useless outside of scouting for random Knock Offs, which are just as likely to hit you when you switch in anyway (from Lando-I, Thundy-I, etc) and doing so also risks giving away free switches yet again.

The team framework looks standard as far as common trapping teams go, it looks basically the same as the GothZard teams that folks like Dauude Sandstorm have been using for a fair while now, except with Pinsir instead of Zard and Talonflame instead of Amoongus. That said, it sure as heck works and there's nothing wrong at all with using a proven core to amplify your success, and I like your choice in going with Pinsir because I generally think he's a more menacing threat than Zard-Y that isn't as easily revenged or outsped.

On a final note, I always like to see some good replays of teams in action too, so damn you for not putting one in the OP :P


That's fingers GothChar team.....
 
Now for legit changes. I'd strongly recommend dropping Protect for Softboiled on Chansey, since you wont have to give away free turns in order to heal up (most important point), it gives you more recovery PP in long games, and you don't have Toxic either which means Protect is pretty much useless outside of scouting for random Knock Offs, which are just as likely to hit you when you switch in anyway (from Lando-I, Thundy-I, etc) and doing so also risks giving away free switches yet again.

The team framework looks standard as far as common trapping teams go, it looks basically the same as the GothZard teams that folks like Dauude Sandstorm have been using for a fair while now, except with Pinsir instead of Zard and Talonflame instead of Amoongus. That said, it sure as heck works and there's nothing wrong at all with using a proven core to amplify your success, and I like your choice in going with Pinsir because I generally think he's a more menacing threat than Zard-Y that isn't as easily revenged or outsped.

On a final note, I always like to see some good replays of teams in action too, so damn you for not putting one in the OP :P
You're right, there isn't that much point in Protect. I'll probably switch it out for Softboiled. I love Pinsir because I can bring it out early/midgame and smash things with Frustration, which unlike other moves with great power has absolutely no drawbacks. The only thing that can take repeated hits is Skarmory, but then I just whip out Goth...
 
HP Fire over energy ball on Goth because honestly outside of gastro and quag, why energy ball anyways? HP Fire also hits ferrothorn and skarm better than pinsir will.
 
Mega Pinsir has the best horns n' ass in the OU, no questions asked. Everyone wants to jab their stealth rock into him. And after dancin' with that big ol' attack stat, even Gliscor gotta shout, "Baby is stacked."

Anyway lol, your team is very unique because I don't think I've ever seen Pinsir used on stallish sort of team.
Since your so defensive...maybe Specially Defensive, Assault-Vest Conkeldurr could work instead of Gothitelle?

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 SDef / 252 Atk
Adamant Nature
- Knock Off
- Mach Punch
- Drain Punch
- Ice Punch

252 SpA Keldeo Hydro Pump vs. 0 HP / 252 SpD Assault Vest Conkeldurr: 124-147 (35.3 - 41.8%) -- guaranteed 3HKO

Also, this dude doesn't care about switching into scald either.

Conkeldurr is also a fighting type so he does big damage to Kyurem-B (and he can tank hits since KB attacks on the special side more than the physical side)

Ice Punch can be used to get rid of Landorus-I, and you can easily tank his attacks since you're specially defensive.

Conk can also be used as a back-up check to Rotom-W

Finally, you can play mind games with Aegislash because of knock off, and the fact that mach/drain punch doesn't affect ghosts.

Perhaps he could help! ^__^

***

My other main nitpick with your team is that your Pinsir does not have a sexy stripper name. Yet you want him to be S-Rank . Pls give him something like Horny Honey, Beetle Beauty, Ladybug, Sap Sipper, Sweet P, Honeybee, Sweeperella, Cuddlebug, Stone Miss, Lil' Rocksucker, Willow Wisp, etc.
 
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Heatran is another problem to your team if pinsir is weakened and chansey is gone. As stated above assault vest conkeldurr can handle heatran with ease so it could be a viable option to your team.
 
I really like this team. All I can suggest is a couple of changes in EV's. Does Gothitelle need that much speed? Some EV's can go into its HP. For Chansey, I'd go for Calm nature and split the EV's between defense and special defense. Bold nature does not help it's poor defense stat very much. For both Chansey and Skamory, put the 8 remaining EV's in speed to outspeed opposing Chansey and Skarmory.
 
@ the 3 above; Goth can't possibly be replaced because it is basically the main premise of the team and there's no way in hell that Conk is going to be more valuable to the team than it. Heatran could be slightly annoying depending on what set it's using, but generally it doesn't really pose too much of a direct threat to the team since he has Chansey, Quagsire and it won't interrupt a Pinsir sweep unless it has a Balloon or a Scarf. That said, you have the option of being able to trap and remove it as well if you opt to run HP ground on Goth, which would be a much better alternative to using Conk who is pretty mediocre and has no good synergy with the rest of the team. As for what you'd drop for it if you did want to run HP Ground, either Psyshock or Trick. Goth can trap Venu and a few other random things with Psyshock, but Venu gets crucified by Pinsir and Talonflame so it isn't a problem for your team anyway. Chansey needs to be Bold or it dies to a light tap, but running SpD over HP is definitely viable and helps in dealing with strong special attackers like Charizard, Lando-I, etc. And one last thing, you should be running 0 Atk IV's on everything that doesn't have a physical attack.
 
@ the 3 above; Goth can't possibly be replaced because it is basically the main premise of the team and there's no way in hell that Conk is going to be more valuable to the team than it. Heatran could be slightly annoying depending on what set it's using, but generally it doesn't really pose too much of a direct threat to the team since he has Chansey, Quagsire and it won't interrupt a Pinsir sweep unless it has a Balloon or a Scarf. That said, you have the option of being able to trap and remove it as well if you opt to run HP ground on Goth, which would be a much better alternative to using Conk who is pretty mediocre and has no good synergy with the rest of the team. As for what you'd drop for it if you did want to run HP Ground, either Psyshock or Trick. Goth can trap Venu and a few other random things with Psyshock, but Venu gets crucified by Pinsir and Talonflame so it isn't a problem for your team anyway. Chansey needs to be Bold or it dies to a light tap, but running SpD over HP is definitely viable and helps in dealing with strong special attackers like Charizard, Lando-I, etc. And one last thing, you should be running 0 Atk IV's on everything that doesn't have a physical attack.

Conkeldurr isn't all that mediocre considering he's B+ in viability (and Goth is only B). Anyway, this situation is the exact reason why you have two or more accounts for laddering. Conk takes care of the problems as mentioned in V8man's post. V8 should switch to his secondary account (preferably stationed at around 1500) and try Conk for about ten/fifteen games or so and then see how far he's climbed the ladder. The thing about teambuilding is that it takes a good amount of matches to see if a new change is good or bad in the long run. There's no harm in giving Conkeldurr a try, especially if there's no risk in losing ladder position on the main account.
 
Heatran is another problem to your team if pinsir is weakened and chansey is gone. As stated above assault vest conkeldurr can handle heatran with ease so it could be a viable option to your team.
Heatran is a bit annoying, but Chansey and Quag can switch into any attack, and its easy to wear down due to no reliable recovery. Additionally, Pinsir can always one-shot it with earthquake if a free switch is given.

I really like this team. All I can suggest is a couple of changes in EV's. Does Gothitelle need that much speed? Some EV's can go into its HP. For Chansey, I'd go for Calm nature and split the EV's between defense and special defense. Bold nature does not help it's poor defense stat very much. For both Chansey and Skamory, put the 8 remaining EV's in speed to outspeed opposing Chansey and Skarmory.
I need enough speed on Goth to outspeed Mandibuzz. I'll do that then put the rest in HP. Max defense investment on Chansey is actually really great because it allows Chansey to take very powerful attacks such as Kyurem's Dragon Claw. I may take your suggestion to put some speed EV's on the defensive mons.

Mega Pinsir has the best horns n' ass in the OU, no questions asked. Everyone wants to jab their stealth rock into him. And after dancin' with that big ol' attack stat, even Gliscor gotta shout, "Baby is stacked."

Anyway lol, your team is very unique because I don't think I've ever seen Pinsir used on stallish sort of team.
Since your so defensive...maybe Specially Defensive, Assault-Vest Conkeldurr could work instead of Gothitelle?

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 SDef / 252 Atk
Adamant Nature
- Knock Off
- Mach Punch
- Drain Punch
- Ice Punch

252 SpA Keldeo Hydro Pump vs. 0 HP / 252 SpD Assault Vest Conkeldurr: 124-147 (35.3 - 41.8%) -- guaranteed 3HKO

Also, this dude doesn't care about switching into scald either.

Conkeldurr is also a fighting type so he does big damage to Kyurem-B (and he can tank hits since KB attacks on the special side more than the physical side)

Ice Punch can be used to get rid of Landorus-I, and you can easily tank his attacks since you're specially defensive.

Conk can also be used as a back-up check to Rotom-W

Finally, you can play mind games with Aegislash because of knock off, and the fact that mach/drain punch doesn't affect ghosts.

Perhaps he could help! ^__^

***

My other main nitpick with your team is that your Pinsir does not have a sexy stripper name. Yet you want him to be S-Rank . Pls give him something like Horny Honey, Beetle Beauty, Ladybug, Sap Sipper, Sweet P, Honeybee, Sweeperella, Cuddlebug, Stone Miss, Lil' Rocksucker, Willow Wisp, etc.
I love these suggestions, thank you fellow Pinsir lover! Although Gothitelle is cool, the major problem with it is that it brings nothing to the table in terms of synergy with other team members. Because wallbreakers such as Lando-I and Kuyrem-B are so devastating, I can definitely see Conkeldurr on this team. It also helps to check Rotom-W, and Zapdos. The greatest problem with this is that I would have no way of dispatching Skarmory unless I bring out the frail Talonflame... However Im down for any suggestions for the replacement of Talonflame with something (maybe use Gothitelle instead???). Who knows, maybe I'll replace Talonflame with Conkeldurr. Revenge Killing isn't such a big deal anyway because Quag stops setup sweepers. The only problem I can see with this is I still have a somewhat hard with Aegislash Leftovers or Life Orb. As a final idea do you think it would be a good idea to swap out heal bell for stealth rocks on Chansey so Skarmory can have Brave Bird, Counter, or Taunt?

Anyway, thanks for all these great suggestions, guys, I will test stuff out and update. Also, definitely expect Pinsir to have a sexy-ass nickname in the near future.
 
I approve of these changes ^__^. Anyway, I'd keep heal bell on chansey just in case of some freak incident where one of your guys get frozen. Also, even though Conkeldurr can absorb status, he doesn't like having it all the time. In short, Heal Bell is very useful.
 
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