Hello all :]
I haven't posted one of these in awhile as I haven't had much time to play me some good ole' Pokemon. However that has changed for the better, and to get back into the competitive scene I decided to revive one of my favorite Mega Pokemon, the powerhouse known as Pinsir! However, one of the first teams I tried out when getting back into competitive was a Sandstorm team, and boy was I impressed by dessemation it could cause to unprepared teams. So, after a lot of testing, I decided to build a team based off of both of these forces. I haven't played much lately but my account currently peaked at 1650, so if there's any improvement feel free to let me know! Now for the team!
Michael Townley (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat
Ah here it is, my favorite Mega Evolution without question! With threats like Keldeo and Mega-Venusaur currently on the rise in viability, this powerhouse is a clean counter to these monsters. Swords Dance is to boost this mon's Base 155 Attack to sky-high levels, and serves as a great late-game cleaner for teams that have been dented by Excadrill. Although Earthquake is a nice alternative move, I prefer to use Close Combat as it allows me to it threats such as Skarmory and Rotom-Wash, as a +2 lands is a guaranteed 2KO. Return is a obvious stab that any Pinsir must run, and I prefer to use Quick Attack as it hits harder than Feint for cleaning up.
Trevor Phillips (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin
Excadrill is another force to be reckoned in the OU metagame. With a base 135 Attack Stat and 604 speed under Sand, this beast can completely tear through offensive teams. I believe Excadrill is a great teammate for Mega Pinsir, as it can take on some of Pinsir's biggest problems, such as Scarf Tyranitar, Mega Diancie/Metagross, and Talonflame. Earthquake and Iron Head are obvious stabs, and I run Rock Slide to pick off Talonflame, Thundurus, and Tornadous-Therian, all troublesome to Pinsir. Although Swords Dance is a tempting choice to run, Rapid Spin is neccessary, as it can be used to spin to allow Pinsir to come in without taking 50% from rocks after a Mega Evolution.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Despite a team built with powerhouses, Steel Types such as Ferrothorn and Skarmory still gave me a lot of trouble. Originally a Gliscor and then a Scarf Keldeo, this still didn't cleane my problem of being walled. However, _Astral_ suggested that I should run a Scarf Magneton, as it is a solid counter to these annoying Steel Types. The reason for running Magneton over it's evolution Magnezone is to outspeed an Adamant Talonflame, which can also give my team a lot of trouble. Thunderbolt is used for obvious stab to hit those Flying types and Water types effectively, and Volt-Switch is for gaining momentum in the match. Hidden Power Fire is there to 2KO Ferrothorn, and Flash Cannon is there to hit those Fairies such as Mega-Gard and Clefable, although my team easily handles them.
THE MONSTERS (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
The obvious reason for using Tyranitar is to bring out Sand, and to check threats that can be difficult for my sweepers, such as the Latis, Talonflame, Tankchomp, and fat Landorus-T. Stealth Rock is used to pop focus sashes that can cause my team problems such as Breloom and Gengar, and Stone Edge is to hit Flying types for considerable damage. I run Crunch over Pursuit, as it lands a OKO on Starmie and Latios, and hits harder than the tempting alternative of Pursuit. Ice Beam is to pick off Tankchomp and Fat-Landorus, which is always nice to get respectable damage on these walls as it easily 2KOs them.
Grass Roots (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]
After looking at my first 4 mons, it is screaming one weakness that gives these mons trouble: Starmie and Keldeo. Starmie and Keldeo are undoubtely 2 of the best Mons in OU, and these little fiends can give my team problems, as their water STABs either land a OKO or a 2KO on the mons mentioned, which is why Tangrowth must be introduced to the team. Tangrowth sponges both of their Water Stabs once an AV is attached, and both Starmies and Keldeo's stabs fail to land a 2KO, not to mention the godly ability Regenterator is, as it allows my Tangrowth to sponge many of these gruesome stabs. I prefer Leaf Storm over Giga Drain, as it allows me to OKO both Starmie/Keldeo to allow Excadrill/Pinsir to tear through teams without being blown back with a Hydro Pump. Earthquake is used as it allows me to pick off the occasional Heatran switch and 2KO it, although this team can easily handle Heatran. I prefer Hidden Power Fire over Ice, as it allows me to hit Scizor for a clean 2KO, which is another mon Excadrill/Pinsir can have a problem with, and even an Offensive Mega Scizor's Bug Bite fails to OKO Tangrowth, allowing me to dish out a hard hit effortlessly.
Von Miller (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Used to be a defensive Rotom-W, but one weakness on this team were mons such as Weaville and Swords Dance Bisharp, which can easilly have a field day against this team. Azumarill is an absolute monster with a choice band, as not only does it take on these threats, but also can take on some checks to my Pinsir/Excadrill, most notablly Ferrothorn and Skarmory. Play Rough is to hit the Dark types that give my team trouble, Waterfall is to hit Fire types such as Mega Charizard X and Volcorona, Superpower is to hit the annoying Steel types, and Aqua Jet is for priority late game.
Most notable counters:
Strong Water Types: One thing my team can have problems with are water types. Keldeo and Starmie are the most notable that come to mind, as a Specs/Life Orb Hydro Pump from either of these can OKO/2KO 5 of my 6 mons. When I see a strong water type, I must preserve Tangrowth.
Mega Sableye: This mon can be very difficult to deal with, as although Gliscor can 1v1 it easily, it must be careful switching in, as getting burned could be the end of the match.
Skarmory: Skarmory has always been a defensive tank, and this thing can give me trouble if not handled properlly. Skarmory walls 4 of my mons, and Specially Defensive Skarmory can be untouchable at some points.
Well I'm done for the night, this took awhile to write! Although this team can be devestating in some cases, it is by no-means perfect, so if you see something that you think would improve the team, feel free to let me know! Thanks for reading!
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Von Miller (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Hello Skarmory my Ole Friend (Magneton) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Fire
Michael Townley (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat
Grass Roots (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]
I haven't posted one of these in awhile as I haven't had much time to play me some good ole' Pokemon. However that has changed for the better, and to get back into the competitive scene I decided to revive one of my favorite Mega Pokemon, the powerhouse known as Pinsir! However, one of the first teams I tried out when getting back into competitive was a Sandstorm team, and boy was I impressed by dessemation it could cause to unprepared teams. So, after a lot of testing, I decided to build a team based off of both of these forces. I haven't played much lately but my account currently peaked at 1650, so if there's any improvement feel free to let me know! Now for the team!
Michael Townley (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat
Ah here it is, my favorite Mega Evolution without question! With threats like Keldeo and Mega-Venusaur currently on the rise in viability, this powerhouse is a clean counter to these monsters. Swords Dance is to boost this mon's Base 155 Attack to sky-high levels, and serves as a great late-game cleaner for teams that have been dented by Excadrill. Although Earthquake is a nice alternative move, I prefer to use Close Combat as it allows me to it threats such as Skarmory and Rotom-Wash, as a +2 lands is a guaranteed 2KO. Return is a obvious stab that any Pinsir must run, and I prefer to use Quick Attack as it hits harder than Feint for cleaning up.
Trevor Phillips (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin
Excadrill is another force to be reckoned in the OU metagame. With a base 135 Attack Stat and 604 speed under Sand, this beast can completely tear through offensive teams. I believe Excadrill is a great teammate for Mega Pinsir, as it can take on some of Pinsir's biggest problems, such as Scarf Tyranitar, Mega Diancie/Metagross, and Talonflame. Earthquake and Iron Head are obvious stabs, and I run Rock Slide to pick off Talonflame, Thundurus, and Tornadous-Therian, all troublesome to Pinsir. Although Swords Dance is a tempting choice to run, Rapid Spin is neccessary, as it can be used to spin to allow Pinsir to come in without taking 50% from rocks after a Mega Evolution.
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Despite a team built with powerhouses, Steel Types such as Ferrothorn and Skarmory still gave me a lot of trouble. Originally a Gliscor and then a Scarf Keldeo, this still didn't cleane my problem of being walled. However, _Astral_ suggested that I should run a Scarf Magneton, as it is a solid counter to these annoying Steel Types. The reason for running Magneton over it's evolution Magnezone is to outspeed an Adamant Talonflame, which can also give my team a lot of trouble. Thunderbolt is used for obvious stab to hit those Flying types and Water types effectively, and Volt-Switch is for gaining momentum in the match. Hidden Power Fire is there to 2KO Ferrothorn, and Flash Cannon is there to hit those Fairies such as Mega-Gard and Clefable, although my team easily handles them.
THE MONSTERS (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
The obvious reason for using Tyranitar is to bring out Sand, and to check threats that can be difficult for my sweepers, such as the Latis, Talonflame, Tankchomp, and fat Landorus-T. Stealth Rock is used to pop focus sashes that can cause my team problems such as Breloom and Gengar, and Stone Edge is to hit Flying types for considerable damage. I run Crunch over Pursuit, as it lands a OKO on Starmie and Latios, and hits harder than the tempting alternative of Pursuit. Ice Beam is to pick off Tankchomp and Fat-Landorus, which is always nice to get respectable damage on these walls as it easily 2KOs them.
Grass Roots (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]
After looking at my first 4 mons, it is screaming one weakness that gives these mons trouble: Starmie and Keldeo. Starmie and Keldeo are undoubtely 2 of the best Mons in OU, and these little fiends can give my team problems, as their water STABs either land a OKO or a 2KO on the mons mentioned, which is why Tangrowth must be introduced to the team. Tangrowth sponges both of their Water Stabs once an AV is attached, and both Starmies and Keldeo's stabs fail to land a 2KO, not to mention the godly ability Regenterator is, as it allows my Tangrowth to sponge many of these gruesome stabs. I prefer Leaf Storm over Giga Drain, as it allows me to OKO both Starmie/Keldeo to allow Excadrill/Pinsir to tear through teams without being blown back with a Hydro Pump. Earthquake is used as it allows me to pick off the occasional Heatran switch and 2KO it, although this team can easily handle Heatran. I prefer Hidden Power Fire over Ice, as it allows me to hit Scizor for a clean 2KO, which is another mon Excadrill/Pinsir can have a problem with, and even an Offensive Mega Scizor's Bug Bite fails to OKO Tangrowth, allowing me to dish out a hard hit effortlessly.
Von Miller (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Used to be a defensive Rotom-W, but one weakness on this team were mons such as Weaville and Swords Dance Bisharp, which can easilly have a field day against this team. Azumarill is an absolute monster with a choice band, as not only does it take on these threats, but also can take on some checks to my Pinsir/Excadrill, most notablly Ferrothorn and Skarmory. Play Rough is to hit the Dark types that give my team trouble, Waterfall is to hit Fire types such as Mega Charizard X and Volcorona, Superpower is to hit the annoying Steel types, and Aqua Jet is for priority late game.
Most notable counters:
Strong Water Types: One thing my team can have problems with are water types. Keldeo and Starmie are the most notable that come to mind, as a Specs/Life Orb Hydro Pump from either of these can OKO/2KO 5 of my 6 mons. When I see a strong water type, I must preserve Tangrowth.
Mega Sableye: This mon can be very difficult to deal with, as although Gliscor can 1v1 it easily, it must be careful switching in, as getting burned could be the end of the match.
Skarmory: Skarmory has always been a defensive tank, and this thing can give me trouble if not handled properlly. Skarmory walls 4 of my mons, and Specially Defensive Skarmory can be untouchable at some points.
Well I'm done for the night, this took awhile to write! Although this team can be devestating in some cases, it is by no-means perfect, so if you see something that you think would improve the team, feel free to let me know! Thanks for reading!
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Swords Dance
Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Von Miller (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower
Hello Skarmory my Ole Friend (Magneton) @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power Fire
Michael Townley (Pinsir) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Close Combat
Grass Roots (Tangrowth) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Earthquake
- Hidden Power [Fire]
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