The Dawn of Mega-Pinsir

Hi everyone!
So I decided to build a team around Mega-Pinsir after being swept by it a few times and seeing how effective it could be.

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Pinsir @ Pinsirite
Ability: Moxie --> Aerilate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake

The star of the show, M-Pinsir's sweeping capabilities are unparalleled, with few being able to wall him at +2. Aerilate Quick Attack at +2 picks off most faster threats, while Earthquake helps beat pokemon like Heatran that would otherwise wall him. Jolly is chosen to maximize speed to ensure it outspeeds base 100s post-mega evolution.
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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

While Pinsir is great at sweeping, there are some mons that can stop it straight in it's path, one being Talonflame - which is where Rotom-W comes in. Rotom-W walls Talonflame to no end and can volt switch out or Hydro Pump to KO. Rotom-W also comes in handy against most water-types and can burn any physical sweepers on the switch. Pain Split helps with recovery and can often lower the opponent's HP and make M-Pinsir's job easier. 0 Atk IVs to minimize damage from Foul Play, while the EV spread maximizes Special bulk.

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Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Dragon Pulse
- Psyshock
- Thunderbolt
- Surf

At this point I also needed a stop to most dragon-types and also needed a stop to mega-venusaur in case M-Pinsir cannot come in(either KOed or SR hasn't been spun out yet). LO Latios is the answer I chose, being able to nuke M-Venusaur with STAB Psyshock while offering amazing coverage that can take on most switch-ins. Latios also provides a late-game win condition as it can easily sweep through a team without any mon fast enough to stop it.

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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 SDef / 248 HP / 8 Def
Careful Nature
- Knock Off
- Roost
- Toxic
- Whirlwind
Having settled on those three, I decided to run a good counter to most-ghost types, especially given Aegislash and other ghost-types running amok in the tier. Therefore, I decided to pick Mandibuzz, as it offered good synergy with Rotom-W(taking any grass-type attacks with easy) while also providing a stop to set-up sweepers and spore users(via Overcoat). This set, taken from the Mandibuzz thread in OU gives it enough bulk to withstand most attacks. Roost and Toxic help stall out in the endgame while Knock Off is surprisingly powerful despite the lack of Atk Investment.

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Excadrill @ Assault Vest
Ability: Mold Breaker
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Earthquake
- Rapid Spin
- Shadow Claw
- Rock Slide
The next thing I needed was a way to get rid of SR, M-Pinsir's nightmare, while also needing some ground-type coverage and a strong Physical attacker. Excadrill combines everything the team needs, spinning with ease, providing a sponge for some special attacks with the aid of the Assault Vest while also providing ghost-type coverage. Mold Breaker ensures Rotom-W cannot just switch in, while Rock Slide helps KO Talonflame on the switch. The EVs are pretty standard, while an Adamant Nature is used to maximize damage.

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Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Flare Blitz
- U-turn
- Stealth Rock
- Close Combat

The final mon of the team, Infernape combines utility with power: it provides me with a good SR lead that can also deal a lot of damage, essential fire-type coverage, a pivot with U-Turn and most importantly, a fast Fighting-type. Infernape can also act as a late-game revenge killer if the Sash is still intact, given it's good speed. Iron Fist helps boost Close Combat(I think), while the EVs and the Nature is standard.

Please give me feedback, as I know this team is far from perfect. Thanks for reading my RMT!
 
I think you should run defog on Mandibuzz over toxic and replace excadrill with mamoswine. The priority is very nice and is a great way to deal with scarf chomp that could destroy pinsir with a stone edge.
 
Hey man you're off to a solid start. I'll start off by saying that Mandibuzz is really out of place here. The rest of your team is pretty offensively based, and Mandibuzz is going to cause you to lose a lot of momentum. One of the main reasons to use Mandibuzz in the first place is defog, which you don't really need with Excadrill spinning. The pace of your team isn't going to allow Toxic damage to do as much as it would for a more defensive team, and Whirlwind shuffling isn't doing much either. An Assault Vest Conkeldurr would do well in Mandibuzz's spot. It brings immense special bulk, a Will-o-Wisp absorber, and some offense, while still being a solid pivot into a lot of the special attacks Mandibuzz would be taking, bar Latios, who 2HKOs Mandibuzz after Stealth Rock anyway. The set is 4 HP / 252 Attack / 252 SDef, Adamant with Drain Punch / Knock. Off / Ice Punch / Mach Punch With this change I'd also change Rotom-w to 252 HP / 212 Def / 44 Speed with a Bold nature. Without that defensive investment, it can't reliable come in on Talonflame (one of Pinsir's most prominent checks) or opposing Pinsir. You lose a hard counter to Aegislash but all Mandibuzz could do is knock off its item and WW it out, while trying to continuously eat Sacred Swords. Between AV Exca, AV Conk, and Rotom-w, you have a few pivots to play around Aegislash.

Next up, try running this spread on Excadrill: 220 Attack / 252 SDef / 36 Speed, Adamant Nature. This allows you to come in on Life Orb Latios' Draco Meteor with ease, taking only 31% max while also outrunning the majority of Rotom-w you'll see. Shadow Claw is pretty useless outside of hitting the rare Trevenant or Gourgeist. Earthquake is going to beat Gengar and Aegislash, the only ones that you'll see regularly and even the ghosts like Dusknoir and Spiritomb take more from a neutral Earthquake. Iron Head gives you a second STAB and hits things like CM Clefable and Sylveon for the easy 2HKO. Latios' set could also use a little work. If you want it to continue functioning as late game cleaner, keep your Life Orb, but run Roost over Thunderbolt. Thunderbolt's coverage is generally unnecessary, its main perk being hitting Skarmory super-effectively but Skarmory is 2HKOed by Surf anyway. Also, please run Draco Meteor!!! Draco Meteor is too strong not to run, and is the main reason Latios is the threat that is. Latios is still fantastic at cleaning late game even with Draco Meteor. Another option is to try a Choice Specs Latios, which is ridiculously hard to switch into, and puts a lot of pressure on Stall between super powerful attacks and Trick. If you have trouble facing stall, this would be something to think about.

Finally, Infernape is really weak :(. Terrakion out performs the dedicated lead set by a lot. Terrakion's lead set of Taunt / Stealth Rock / Close Combat / Stone Edge does everything Infernape does, while preventing rocks from being set up against it thus putting less pressure on Excadrill to spin for Pinsir. That set can also run focus sash effectively like Infernape. Terrakion also hits a lot harder than Infernape. Alternatively, you could run a Choice Scarf Terrakion, giving you a more reliable revenge killer, and slapping Stealth Rock on as the fourth move. There's options here. Options are good. Good luck with your team man :)

EDIT: if you wanna keep Infernape, run Blaze and Fire Blast over Iron fist and Flare Blitz. Iron Fist doesn't boost CC! and Fire Blast is for Aegislash who can King's Shield and beat Infernape with ease. Also hits Skarmory and physical walls harder (especially when blaze is active, which it will be a lot with Sash) and doesn't break your sash with recoil.
 
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Thanks a lot for your rate! I'll definitely test out these changes and edit the team in accordance with that
My only issue is that with Terrakion I'm left with no fire coverage at all, which I'm not sure is too ideal.
Once again, thanks for putting in your time into rating my team! :)
 
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