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[RATE MY TEAM] Mega Pinsir Team VGC
#5
Sorry for the delay.

In terms of type advantages, you have common weaknesses to Flying and Rock plus nothing resists Electric on your team. To a further extent, since your Mega Evolution relies so heavily on attacking first since it is borderline frail, you are going to have the most trouble against Thundurus. As for the Rock weakness, it forces you to bring Mienshao to every game just to use Wide Guard since everything else on your team gets hit by Rock Slide for neutral and that 30% chance of flinching can cost you a game.

I wouldn't recommend trying to set up Swords Dance with Pinsir without a Follow Me user but even then, your set has no priority moves and there are Pokemon that outspeed and OHKO you

Chansey literally doesn't even need to be here. Other than absorbing attacks, it doesn't have that good of a supportive role on the field and it can't fend for itself if it is the last thing of the field in a physical metagame like this one

Never run High Jump Kick. Go for Low Kick or Superpower (if it learns that, not entirely sure).

If you plan on running a bulky Arcanine set, Snarl really helps as it allows you to stay around longer even in the face of Water types excluding Milotic because of its ability, Competitive.

Here is a sample of a team I pulled together


Pinsir @ Pinsirite
Ability: Hyper Cutter
Level: 50
EVs: 100 HP / 252 Atk / 4 Def / 12 SpD / 140 Spe
Adamant Nature
- Close Combat
- Facade
- Feint
- Protect

Bisharp @ Life Orb
Ability: Defiant
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 44 HP / 252 Atk / 60 Def / 4 SpD / 148 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Suicune @ Sitrus Berry
Ability: Pressure
Level: 50
EVs: 244 HP / 132 Def / 92 SpA / 40 SpD
Bold Nature
- Snarl
- Tailwind
- Scald
- Ice Beam

Rotom-Wash @ Light Clay
Ability: Levitate
Level: 50
EVs: 228 HP / 84 Def / 60 SpA / 4 SpD / 132 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Reflect
- Protect

Scrafty @ Lum Berry
Ability: Intimidate
Level: 50
EVs: 212 HP / 68 Atk / 84 Def / 124 SpD / 20 Spe
Careful Nature
- Fake Out
- Quick Guard
- Drain Punch
- Knock Off

Here is an in depth analysis of why I chose these Pokemon



The Pinsir set allows it survive a Mega Kangaskhan's Double Edge at neutral stage. By going Adamant over Jolly, you get enough attack stat to pick up KOs on Terrakion, Kangaskhan, Hydreigon and a chance to OHKO Heatran. The speed EVs allow you to outspeed a max speed Adamant Nature Kangaskhan. I did this because Pinsir, although it can damage Garchomp and everything else that outspeed it with max investment, it still can't OHKO them, however by going Adamant, you stand a better chance of taking out threats that are in the lower speed tiers which is a plus. Feint allows you to wipe out some Pokemon in low health that want to Protect and have their ally take you out, also good for breaking Wide Guard, Kings Shield and Quick Guard.

Bisharp is around to provide some offensive support. In the case you missed out on a knock out or know that Pinsir can't take out the threat by itself, you have Bisharp's Sucker Punch to rely on. Knock Off is nice for getting rid of those Sitrus Berries and Rocky Helmets that give Pinsir the burden of needing to put in extra work which it might not even be able to handle. Iron Head is obviously for Fairies and Protect keeps Bisharp in the game

Landorus gives you support with Intimidate which keeps Pinsir in even longer since it can now stomach attacks without worrying about getting knocked out as easily. I chose the Assault Vest build because of the next Pokemon in the showcase but not only for that reason. Your team needs some bulk to patch up the first two mons who are glass cannons. The standard Landorus set still applies so there really is no need to elaborate on these move choices.

Suicune makes a great fit here. It gives you resistances to Fire, Ice and Water and its support move pool is great. Tailwind gives your allies that speed they need to get the first hit on everything before fainting. By using Tailwind in this set, it gives you liberty to invest into more bulk. Scald dishes out nice damage against Heatran and Terrakion and that burn chance drives it home. Ice Beam is for Dragons and all that take super effective damage from it and Snarl cuts the Special Attack of your opponent, hence your Pokemon are in turn taking less damage

Standard Rotom-Wash set. 132 EVs to speed creep on Bisharp, 60 special attack EVs to OHKO Landorus and Heatran with Hydro Pump and the rest allows you to take some strong Physical attacks such as Mega Kangs Double Edge. I chose Reflect over Will-o-Wisp mainly because in this case where you are running a Pinsir, Reflect helps out in reducing damage just as effectively but from both attackers. Plus if you need to get a burn off, you have Suicune.

Scrafty just gives you another means of Intimidate. The Fake Out support really helps in pinning down one Pokemon so Pinsir can get an attack off without much to worry about. Drain Punch is for HP recovery and Knock Off for removing items. This EV spread allows you to tank Heat Waves from Heatran as well as live a Close Combat from Terrakion at -1 stage

I do like the direction you were going with using Mega Pinsir but you need to consider its weaknesses and make a team around them and not just throw random Pokemon in.
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Messages In This Thread
Mega Pinsir Team VGC - by Jerawme - May 23, 2015, 09:56 PM
RE: [Rate My Team] Mega Pinsir Team VGC - by Jerawme - May 23, 2015, 10:33 PM
RE: [Rate My Team] Mega Pinsir Team VGC - by Jerawme - May 24, 2015, 10:37 AM
RE: [Rate My Team] Mega Pinsir Team VGC - by Marcusube - May 24, 2015, 11:32 AM
RE: [Rate My Team] Mega Pinsir Team VGC - by Jerawme - May 24, 2015, 02:42 PM
RE: Mega Pinsir Team VGC - by greybeardhalt - May 25, 2015, 10:02 PM
RE: Mega Pinsir Team VGC - by Jerawme - May 26, 2015, 06:08 AM

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