Mega Pinsir Offense
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Introduction
Hey guys, this is the first team I've ever put on here, but I've been playing and making teams for quite a while. Basically I felt like playing around with Mega Pinsir, and made a team to really help support him. I'm sure this team is relatively standard, but it's the first team I've made in awhile and I'd love some feedback!
The Team
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack
The main sweeper on the team. Pinsir is an extremely slept on threat who can easily sweep unprepared teams. He provides useful priority, is in a nice speed tier, and is generally just great at wallbreaking and sweeping.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Magnezone is one of our pivots and a trapper for Pinsir. Pinsir has trouble with a few steels, namely Skarmory, and Magnezone is perfect at eliminating them. He's also a great cleaner and revenge killer with choice scarf. Zone is used for wearing down the enemy team early game, and cleaning up late.
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Landorus is our second pivot. Landorus forms a nice volt-turn core with Magnezone and helps with checking a lot of physical attackers. Yache Berry helps him check things like Ice Beam Tyranitar leads, and Weavile, which the team is otherwise fairly weak to. A great panic option, he's a core member of the team. I chose stone edge over knock off here. Although having the spammable move is great, stone edge is key in helping Landorus check the threats that this team struggles with, namely flying spam.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Latios is the obligatory defogger on the team. Pinsir is 4x weak to hazards after mega evolving, so choosing a consistent defogger was necessary. Latios checks things like Keldeo and Mega Charizard Y as well. He also has very spammable moves, which you may notice being a trend on the team. After a draco meteor or psyshock and hazard damage, things like Heatran are sufficiently weakened for Pinsir to clean up with ease.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave/Flamethrower
- Soft-Boiled
Clefable is here to help balance the team out a bit. She can tank hits, soak up status, break stall, and even sweep. Since we already have a stealth rocker, I'm using the calm mind set. I've been loving using thunder wave on this particular set, since we already have a trapper for steels and thunder wave benefits this team a ton, as it's a bit slower. Flamethrower is still a good option to help break teams a bit for Pinsir, and I go back and forth on the options a lot.
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Energy Ball
Manaphy is the secondary wallbreaker and special sweeper on the team. Having something that can spam scald is so important, and Manaphy is one of the best at doing so. I chose the rain dance set to help deal with stall, and energy ball is chosen so we have some grass coverage on the team. We're quite weak to Azumarill, so Manaphy is our last ditch effort at checking it (although you definitely don't want to be switching in carelessly).
Team Weaknesses
This team, like every team, isn't perfect. I've played quite a few games with it, and I have noticed a few weaknesses. Azumarill is one, particularly Choice Band variants. Nothing really switches in, and your main way of dealing with it is sacrificing Manaphy or Magnezone. Hoopa does quite a number on the team, but most balance teams have issues with it. Landorus definitely helps, but again, not much can switch it. Electric types are a little rough, particularly Nasty Plot Thundurus, although if Landorus-T has his yache berry up, he can check it with stone edge.
Conclusion
This team is really fun to play and has some of the most satisfying wallbreakers in the tier on it. It's pretty easy to use and I think has quite a bit of potential. Give it a try and give me some feedback, I'd love to improve it and use it some more!
Introduction
Hey guys, this is the first team I've ever put on here, but I've been playing and making teams for quite a while. Basically I felt like playing around with Mega Pinsir, and made a team to really help support him. I'm sure this team is relatively standard, but it's the first team I've made in awhile and I'd love some feedback!
The Team
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack
The main sweeper on the team. Pinsir is an extremely slept on threat who can easily sweep unprepared teams. He provides useful priority, is in a nice speed tier, and is generally just great at wallbreaking and sweeping.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Magnezone is one of our pivots and a trapper for Pinsir. Pinsir has trouble with a few steels, namely Skarmory, and Magnezone is perfect at eliminating them. He's also a great cleaner and revenge killer with choice scarf. Zone is used for wearing down the enemy team early game, and cleaning up late.
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Landorus is our second pivot. Landorus forms a nice volt-turn core with Magnezone and helps with checking a lot of physical attackers. Yache Berry helps him check things like Ice Beam Tyranitar leads, and Weavile, which the team is otherwise fairly weak to. A great panic option, he's a core member of the team. I chose stone edge over knock off here. Although having the spammable move is great, stone edge is key in helping Landorus check the threats that this team struggles with, namely flying spam.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Latios is the obligatory defogger on the team. Pinsir is 4x weak to hazards after mega evolving, so choosing a consistent defogger was necessary. Latios checks things like Keldeo and Mega Charizard Y as well. He also has very spammable moves, which you may notice being a trend on the team. After a draco meteor or psyshock and hazard damage, things like Heatran are sufficiently weakened for Pinsir to clean up with ease.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave/Flamethrower
- Soft-Boiled
Clefable is here to help balance the team out a bit. She can tank hits, soak up status, break stall, and even sweep. Since we already have a stealth rocker, I'm using the calm mind set. I've been loving using thunder wave on this particular set, since we already have a trapper for steels and thunder wave benefits this team a ton, as it's a bit slower. Flamethrower is still a good option to help break teams a bit for Pinsir, and I go back and forth on the options a lot.
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Energy Ball
Manaphy is the secondary wallbreaker and special sweeper on the team. Having something that can spam scald is so important, and Manaphy is one of the best at doing so. I chose the rain dance set to help deal with stall, and energy ball is chosen so we have some grass coverage on the team. We're quite weak to Azumarill, so Manaphy is our last ditch effort at checking it (although you definitely don't want to be switching in carelessly).
Team Weaknesses
This team, like every team, isn't perfect. I've played quite a few games with it, and I have noticed a few weaknesses. Azumarill is one, particularly Choice Band variants. Nothing really switches in, and your main way of dealing with it is sacrificing Manaphy or Magnezone. Hoopa does quite a number on the team, but most balance teams have issues with it. Landorus definitely helps, but again, not much can switch it. Electric types are a little rough, particularly Nasty Plot Thundurus, although if Landorus-T has his yache berry up, he can check it with stone edge.
Conclusion
This team is really fun to play and has some of the most satisfying wallbreakers in the tier on it. It's pretty easy to use and I think has quite a bit of potential. Give it a try and give me some feedback, I'd love to improve it and use it some more!
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave/Flamethrower
- Soft-Boiled
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Energy Ball
- Rain Dance
- Tail Glow
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave/Flamethrower
- Soft-Boiled
Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Energy Ball
- Rain Dance
- Tail Glow
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