OU Pinsir

frenzyplant

Inertia is a property of matter.
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Overview
########

Mega Pinsir's access to Aerilate + (remove plus) and Return, (comma) and as well as a large base 155 Attack stat, (comma) makes it an extremely powerful threat. Aerilate Return in combination with Close Combat is unresisted in OU bar Zapdos and Thundurus, which can be both worn down with Stealth Rock and another Flying-type teammate. Swords Dance is a great boosting option that turns Mega Pinsir into a great cleaner, with its good bulk helping it set up. Aerilate Quick Attack also means that Mega Pinsir can beat faster Pokemon such as Keldeo without having to boost its Speed.

Unfortunately for Mega Pinsir, most teams prepare for such a powerful threat is prepared for by most teams. Some combination of Thundurus, Talonflame, Rotom-W, Landorus-T, Mega Manectric, Raikou, Zapdos, (comma) and Skarmory are is seen on almost all teams, and each one of them can reliably check or counter Mega Pinsir. This makes pulling off a sweep extremely hard, and means proper team support is needed in order to remove these checks and counters. Mega Pinsir also has a 4x Stealth Rock weakness once Mega Evolved and a 2x one pre-Mega Evolution, giving it limited switch-in and setup opportunities.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat / Earthquake
move 4: Quick Attack
ability: Hyper Cutter / Mold Breaker
item: Pinsirite
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Swords Dance makes Mega Pinsir's attacks extremely powerful, helping it clean late-game. Return is a powerful STAB option that Aerilate turns is Flying-type when taking Aerilate into account. Close Combat hits the Steel- and Rock-types that resist Return for super effective damage while also hitting Pokemon such as Rotom-W that resist Aerilate Return for neutral damage. Earthquake is another option for Steel- and Rock-types that can be used to OHKO Heatran and has the added benefit of not lowering Mega Pinsir's defensive stats. Lastly, Quick Attack provides for is a priority attack that can OHKO faster Pokemon such as Keldeo when Mega Pinsir is at +2.

Set Details
========

Maximum Attack and Speed investment is used for as much power and Speed as possible. A Jolly nature is used to outspeed threats such as Mega Medicham and Charizard after Mega Evolving (If this means "after Charizard Mega Evolves" change it to "Mega Charizard X and Mega Charizard Y"; if it means "outspeed threats such as ... Charizard after Pinsir Mega Evolves", change it to that). An Adamant nature is an option for more power and is guaranteed to OHKO the guaranteed OHKO on physically defensive Pokemon such as Slowbro. Hyper Cutter gives Pinsir an immunity to Intimidate before it Mega Evolves from Landorus-T as it switches in, thus allowing Swords Dance to have its full effect Pinsir to receive a +2 boost from Swords Dance instead of +1 boost. This is important because while a +2 Return will OHKO defensive Landorus-T, a +1 Return won't. Mold Breaker, however, can be used with Earthquake in order to hit Rotom-W before Pinsir Mega Evolvesing. Moxie is another ability option that can be used to grab a free +1 boost while in normal form, though this usually isn't necessary due to Pinsir's access to Swords Dance. Finally, Pinsirite is necessary in order for Pinsir to Mega Evolve. Be wary of the defense drops caused by Close Combat; for example, Life Orb Bisharp is possible of OHKOing Mega Pinsir after a single drop. (move this to usage tips)

Usage Tips
========

Pinsir is best used late-game when all its checks and counters have been either weakened or removed. Try to keep Stealth Rock off the field at all times, as it does deals a large amount of damage to Mega Pinsir upon switching in. It may be wise to delay Mega Evolution; for example, if Pinsir does not Mega Evolve against a weakened Thundurus, it can live a non-Life Orb Thunderbolt and proceed to finish it Thundurus off with Return. Other examples include surviving non-Life Orb Excadrill's Rock Slide and defensive Landorus-T's Stone Edge. If Mold Breaker is being used, it can be beneficial to delay Mega Evolution in order to hit Rotom-W with a super effective (remove line break) Earthquake.

Team Options
========

Entry hazard removal is necessary in order to keep Pinsir healthy throughout the match. Excadrill is probably the best partner for Pinsir as not only does it remove entry hazards via Rapid Spin, but it also hard walls any Thundurus lacking Focus Blast, which is one of Pinsir's biggest counters. Latias can also make for a good partner due to its ability to use Healing Wish, which can heal Pinsir no matter how weakened it has become. Pinsir pairs well with other Flying-types, such as Talonflame and Staraptor, as they force Mega Pinsir's counters in and weaken them to the point where Mega Pinsir can KO them. Entry Hazards support allows Pinsir to more effectively beat walls such as Slowbro. Terrakion, Garchomp, Landorus-T, and Mamoswine are all good Stealth Rock users. Electric-types such as Raikou, Magnezone, and Thundurus not only help to check opposing Flying-types, but also are also immune to Thundurus's Thunder Wave. Magnezone can also trap and remove Skarmory, making it Magnezone even more helpful.

Other Options
########

Feint can replace Quick Attack in order to OHKO Talonflame after Stealth Rock. However, it misses out on notable KOes, such as OHKOing Greninja when Pinsir is at +2. Alternative STAB moves to replace Return include Double-Edge and Thrash. The former hits extremely hard, but causes a large amount of recoil, while the latter is also extremely powerful but locks Pinsir into the move. X-Scissor is another STAB option but doesn't hit anything that the moves on the set don't. Finally, Stone Edge can be used for Zapdos, though it doesn't hit anything else and only weakens Mega Pinsir's coverage.

Checks & Counters
############

**Electric-types**: Electric-types such as Raikou and Mega Manectric can take a Quick Attack and OHKO Mega Pinsir with Thunderbolt. Zapdos gets a special mention for being able to live a +2 Return, (remove comma) even after Stealth Rock, while OHKOing Mega Pinsir back with Thunderbolt. Thundurus can use Prankster Thunder Wave to allow for another teammate to revenge kill Mega Pinsir if it has been weakened into Quick Attack range (what does this mean? what is "it"?). Mega Ampharos is also capable of taking a hits and OHKOing back with Thunderbolt. Finally, Rotom-W and Rotom-H can take an attack and use either Will-O-Wisp to neuter Pinsir or Volt Switch to finish it off Pinsir, though they must be wary of Mold Breaker Earthquake.

**Skarmory**: Skarmory walls Mega Pinsir and can either Whirlwind it out or KO it with Counter. +2 Return has a good chance to 2HKO after Stealth Rock, however, so Skarmory must be kept healthy if it wants to continually counter Mega Pinsir it.

**Rock-types**: Rhyperior can live a +2 Earthquake or Close Combat from Mega Pinsir and OHKO back with Stone Edge. Mega Aerodactyl resists Quick Attack and can OHKO Mega Pinsir with Stone Edge as well.

**Ground-types**: Landorus-T and Hippowdon can both live a +2 Return and OHKO Mega Pinsir with Stone Edge.

**Talonflame**: Talonflame can use its access to priority Brave Bird to OHKO Mega Pinsir.

**Choice Scarf users**: Choice Scarf Tyranitar, Terrakion, Excadrill, Magnezone, and Garchomp can all live a +2 Quick Attack at full health and OHKO Mega Pinsir with a Rock-type move (Magnezone?).

**Status**: Burns from the likes of Will-O-Wisp and Scald can seriously decrease Pinsir's damage output, while paralysis can slow Pinsir down and make it much easier to revenge kill.

**Stealth Rock**: Stealth Rock limits the amount of times Mega Pinsir can switch in and gives it limited setup opportunities.

**Priority**: Pokemon such as Mega Scizor, Mamoswine, and Azumarill can all live a +2 Quick Attack and finish off a weakened Mega Pinsir with a priority attack of their own. While Pokemon Sucker Punch users such as Bisharp can do this too, they must be careful of Sucker Punch failing if Mega Pinsir uses Quick Attack or Swords Dance.
 
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add remove (comments)

Overview
########

Mega Pinsir's access to Aerilate + (remove plus) and Return, (comma) and as well as a large base 155 Attack stat, (comma) makes it an extremely powerful threat. Aerilate Return in combination with Close Combat is unresisted in OU bar Zapdos and Thundurus, which can be both worn down with Stealth Rock and another Flying-type teammate. Swords Dance is a great boosting option that turns Mega Pinsir into a great cleaner, with its good bulk helping it set up. Aerilate Quick Attack also means that Mega Pinsir can beat faster Pokemon such as Keldeo without having to boost its Speed.

Unfortunately for Mega Pinsir, most teams prepare for such a powerful threat is prepared for by most teams. Some combination of Thundurus, Talonflame, Rotom-W, Landorus-T, Mega Manectric, Raikou, Zapdos, (comma) and Skarmory are is seen on almost all teams, and each one of them can reliably check or counter Mega Pinsir. This makes pulling off a sweep extremely hard, and means proper team support is needed in order to remove these checks and counters. Mega Pinsir also has a 4x Stealth Rock weakness once Mega Evolved and a 2x one pre-Mega Evolution, giving it limited switch-in and setup opportunities.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat / Earthquake
move 4: Quick Attack
ability: Hyper Cutter / Mold Breaker
item: Pinsirite
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

Swords Dance makes Mega Pinsir's attacks extremely powerful, helping it clean late-game. Return is a powerful STAB option that Aerilate turns is Flying-type when taking Aerilate into account. Close Combat hits the Steel- and Rock-types that resist Return for super effective damage while also hitting Pokemon such as Rotom-W that resist Aerilate Return for neutral damage. Earthquake is another option for Steel- and Rock-types that can be used to OHKO Heatran and has the added benefit of not lowering Mega Pinsir's defensive stats. Lastly, Quick Attack provides for is a priority attack that can OHKO faster Pokemon such as Keldeo when Mega Pinsir is at +2.

Set Details
========

Maximum Attack and Speed investment is used for as much power and Speed as possible. A Jolly nature is used to outspeed threats such as Mega Medicham and Charizard after Mega Evolving (If this means "after Charizard Mega Evolves" change it to "Mega Charizard X and Mega Charizard Y"; if it means "outspeed threats such as ... Charizard after Pinsir Mega Evolves", change it to that). An Adamant nature is an option for more power and is guaranteed to OHKO the guaranteed OHKO on physically defensive Pokemon such as Slowbro. Hyper Cutter gives Pinsir an immunity to Intimidate before it Mega Evolves from Landorus-T as it switches in, thus allowing Swords Dance to have its full effect Pinsir to receive a +2 boost from Swords Dance instead of +1 boost. This is important because while a +2 Return will OHKO defensive Landorus-T, a +1 Return won't. Mold Breaker, however, can be used with Earthquake in order to hit Rotom-W before Pinsir Mega Evolvesing. Moxie is another ability option that can be used to grab a free +1 boost while in normal form, though this usually isn't necessary due to Pinsir's access to Swords Dance. Finally, Pinsirite is necessary in order for Pinsir to Mega Evolve. Be wary of the defense drops caused by Close Combat; for example, Life Orb Bisharp is possible of OHKOing Mega Pinsir after a single drop. (move this to usage tips)

Usage Tips
========

Pinsir is best used late-game when all its checks and counters have been either weakened or removed. Try to keep Stealth Rock off the field at all times, as it does deals a large amount of damage to Mega Pinsir upon switching in. It may be wise to delay Mega Evolution; for example, if Pinsir does not Mega Evolve against a weakened Thundurus, it can live a non-Life Orb Thunderbolt and proceed to finish it Thundurus off with Return. Other examples include surviving non-Life Orb Excadrill's Rock Slide and defensive Landorus-T's Stone Edge. If Mold Breaker is being used, it can be beneficial to delay Mega Evolution in order to hit Rotom-W with a super effective (remove line break) Earthquake.

Team Options
========

Entry hazard removal is necessary in order to keep Pinsir healthy throughout the match. Excadrill is probably the best partner for Pinsir as not only does it remove entry hazards via Rapid Spin, but it also hard walls any Thundurus lacking Focus Blast, which is one of Pinsir's biggest counters. Latias can also make for a good partner due to its ability to use Healing Wish, which can heal Pinsir no matter how weakened it has become. Pinsir pairs well with other Flying-types, such as Talonflame and Staraptor, as they force Mega Pinsir's counters in and weaken them to the point where Mega Pinsir can KO them. Entry Hazards support allows Pinsir to more effectively beat walls such as Slowbro. Terrakion, Garchomp, Landorus-T, and Mamoswine are all good Stealth Rock users. Electric-types such as Raikou, Magnezone, and Thundurus not only help to check opposing Flying-types, but also are also immune to Thundurus's Thunder Wave. Magnezone can also trap and remove Skarmory, making it Magnezone even more helpful.

Other Options
########

Feint can replace Quick Attack in order to OHKO Talonflame after Stealth Rock. However, it misses out on notable KOes, such as OHKOing Greninja when Pinsir is at +2. Alternative STAB moves to replace Return include Double-Edge and Thrash. The former hits extremely hard, but causes a large amount of recoil, while the latter is also extremely powerful but locks Pinsir into the move. X-Scissor is another STAB option but doesn't hit anything that the moves on the set don't. Finally, Stone Edge can be used for Zapdos, though it doesn't hit anything else and only weakens Mega Pinsir's coverage.

Checks & Counters
############

**Electric-types**: Electric-types such as Raikou and Mega Manectric can take a Quick Attack and OHKO Mega Pinsir with Thunderbolt. Zapdos gets a special mention for being able to live a +2 Return, (remove comma) even after Stealth Rock, while OHKOing Mega Pinsir back with Thunderbolt. Thundurus can use Prankster Thunder Wave to allow for another teammate to revenge kill Mega Pinsir if it has been weakened into Quick Attack range (what does this mean? what is "it"?). Mega Ampharos is also capable of taking a hits and OHKOing back with Thunderbolt. Finally, Rotom-W and Rotom-H can take an attack and use either Will-O-Wisp to neuter Pinsir or Volt Switch to finish it off Pinsir, though they must be wary of Mold Breaker Earthquake.

**Skarmory**: Skarmory walls Mega Pinsir and can either Whirlwind it out or KO it with Counter. +2 Return has a good chance to 2HKO after Stealth Rock, however, so Skarmory must be kept healthy if it wants to continually counter Mega Pinsir it.

**Rock-types**: Rhyperior can live a +2 Earthquake or Close Combat from Mega Pinsir and OHKO back with Stone Edge. Mega Aerodactyl resists Quick Attack and can OHKO Mega Pinsir with Stone Edge as well.

**Ground-types**: Landorus-T and Hippowdon can both live a +2 Return and OHKO Mega Pinsir with Stone Edge.

**Talonflame**: Talonflame can use its access to priority Brave Bird to OHKO Mega Pinsir.

**Choice Scarf users**: Choice Scarf Tyranitar, Terrakion, Excadrill, Magnezone, and Garchomp can all live a +2 Quick Attack at full health and OHKO Mega Pinsir with a Rock-type move (Magnezone?).

**Status**: Burns from the likes of Will-O-Wisp and Scald can seriously decrease Pinsir's damage output, while paralysis can slow Pinsir down and make it much easier to revenge kill.

**Stealth Rock**: Stealth Rock limits the amount of times Mega Pinsir can switch in and gives it limited setup opportunities.

**Priority**: Pokemon such as Mega Scizor, Mamoswine, and Azumarill can all live a +2 Quick Attack and finish off a weakened Mega Pinsir with a priority attack of their own. While Pokemon Sucker Punch users such as Bisharp can do this too, they must be careful of Sucker Punch failing if Mega Pinsir uses Quick Attack or Swords Dance.
Implemented, thanks you :]
 
when mawile goes, EQ should be moved to OO/Set Comments imo. there really won't be a good reason to justify its use over CC once maw leaves
 
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when mawile goes, EQ should be moved to OO/Set Comments imo. there really won't be a good reason to justify its use over CC once maw leaves
I was originally told it was for Heatran. I guess it can also hit Rotom-W with Mold Breaker Earthquake.

But yeah, I agree, it does seem more OO :/
 
Would anyone mind if I move EQ to OO? It hits very little that Close Combat doesn't and you'd only really use it if you hated the defense drops / wanted to remove Rotom-W with Mold Breaker EQ. It just seems so much... worse compared to Close Combat.

Tagging aim, CyclicCompound, and TRC since they were the ones who originally QC checked this.
 

aim

pokeaimMD
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tbh i'd keep it since it auto k0's tran as mentioned before and some trans like to be slick and stay in, trust me i've experienced this -_- lol
 
This is a bit nitpicky but the C&C section looks a bit all over the place. You have all of the right content, i just feel it could be condensed and clarified. For example "Ground-types" are given a sub heading and Lando-t and hippo listed under it. These mons don't check Pinsir because they're Ground-types, they check it because they are bulky physical walls. They could be listed under "Physical Walls" with Skarmory and Rotom-W as these 4 mons are among the most common defensive answers to m-pinsir. Slowbro is probably alright to mention too as you have it in the main analysis as a check but not in C&C. Also Scarf Magnezone is now a relevant mon to add in there somewhere.
 
This is a bit nitpicky but the C&C section looks a bit all over the place. You have all of the right content, i just feel it could be condensed and clarified. For example "Ground-types" are given a sub heading and Lando-t and hippo listed under it. These mons don't check Pinsir because they're Ground-types, they check it because they are bulky physical walls. They could be listed under "Physical Walls" with Skarmory and Rotom-W as these 4 mons are among the most common defensive answers to m-pinsir. Slowbro is probably alright to mention too as you have it in the main analysis as a check but not in C&C. Also Scarf Magnezone is now a relevant mon to add in there somewhere.
Fixed, though I left Rotom-W (as well as Zapdos) where they are since they're Electric-type so I think its fine.
 

fleurdyleurse

nobody,not even the rain,has such small hands
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hi
Overview
########
Mega Pinsir's access to Aerilate and Return, as well as a large base 155 Attack stat, makes it an extremely powerful threat. Aerilate Return iIn combination with Close Combat, Aerilate-boosted Return is unresisted in OU, bar Zapdos and Thundurus, which can be both worn down with Stealth Rock and another Flying-type teammate. Swords Dance is a great boosting option that turns Mega Pinsir into a great cleaner, with its good bulk helping it to set up. Aerilate Quick Attack also means that Mega Pinsir can beat faster Pokemon such as Keldeo without having to boost its Speed.
Unfortunately for Mega Pinsir, such a powerful threat is prepared for by most teams. Thundurus, Talonflame, Rotom-W, Landorus-T, Mega Manectric, Raikou, Zapdos, and Skarmory are seen on almost all teams, and each one of them can reliably check or counter Mega Pinsir. This makes pulling off a sweep extremely hard, and means proper team support is needed in order to remove these checks and counters. Mega Pinsir also has a 4x Stealth Rock weakness once Mega Evolved, and a 2x one pre-Mega Evolution, giving it limited switch-in and setup opportunities.
Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat / Earthquake
move 4: Quick Attack
ability: Hyper Cutter / Mold Breaker
item: Pinsirite
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly
Moves
========
Swords Dance makes Mega Pinsir's attacks extremely powerful, helping it clean late-game. Return is a powerful STAB option that Aerilate turns Flying-type. Close Combat hits the Steel- and Rock-types that resist Return for super effective damage while also hitting Pokemon such as Rotom-W for neutral damage. Earthquake is another option for Steel- and Rock-types super effectively that can be used to OHKO Heatran and; it has the added benefit of not lowering Mega Pinsir's defensive stats. Lastly, Quick Attack provides a priority attack that can OHKO faster Pokemon such as Keldeo when Mega Pinsir is at +2.
Set Details
========
Maximum Attack and Speed investment is used for as much power and Speed as possible. A Jolly nature is used to outspeed threats such as Mega Medicham and Mega Charizard after Pinsir Mega Evolves. An Adamant nature is an option for more power and is guaranteed to OHKO Pokemon such as Slowbro with Return. Hyper Cutter gives Pinsir an immunity to Intimidate as Landorus-T switches in, thus allowing Swords Dance to have its full effect. This is important because while a +2 Return will OHKO defensive Landorus-T, a +1 Return won't. Mold Breaker, however, can be used with Earthquake in order to hit Rotom-W before Pinsir Mega Evolves. Moxie is another ability option that can be used to grab a free +1 boost while in normal forme, though this usually isn't necessary due to Pinsir's access to Swords Dance. Finally, Pinsirite is necessary in order for Pinsir to Mega Evolve.
Usage Tips
========
Pinsir is best used late-game when all its checks and counters have been weakened or removed. Try to keep Stealth Rock off the field at all times, as it deals a large amount of damage to Mega Pinsir upon switching in. It may be wise to delay Mega Evolution; for example, if Pinsir does not Mega Evolve against a weakened Thundurus, it can live a non-Life Orb Thunderbolt and proceed to finish it off with Return. Other examples include surviving non-Life Orb Excadrill's Rock Slide and defensive Landorus-T's Stone Edge. If Mold Breaker is being used, it can be beneficial to delay Mega Evolution in order to hit Rotom-W with a super effective Earthquake. Be wary of the defense drops caused by Close Combat; for example, Life Orb Bisharp is possible ofcan OHKOing Mega Pinsir after a single Defense drop.
Team Options
========
Entry hazard removal is necessary in order to keep Pinsir healthy throughout the match. Excadrill is probably the best partner for Pinsir, as not only does it removes entry hazards via Rapid Spin, but it alsond hard walls any Thundurus lacking Focus Blast, which is one of Pinsir's biggest counters. Latias can also make for a good partner due to its ability to use Healing Wish, which can heal Pinsir no matter how weakened it has become. Pinsir pairs well with other Flying-types, such as Talonflame and Staraptor, as they force Mega Pinsir's counters in and weaken them to the point where Mega Pinsir can KO them. Entry hazard support allows Pinsir to more effectively beat walls such as Slowbro. Terrakion, Garchomp, Landorus-T, and Mamoswine are all good Stealth Rock users. Electric-types such as Raikou, Magnezone, and Thundurus not only help to check opposing Flying-types, but are also immune to Thundurus's Thunder Wave. Magnezone can also trap and remove Skarmory, making it even more helpful.
Other Options
########
Feint can replace Quick Attack in order to OHKO Talonflame after Stealth Rock damage. However, it misses out on notable KOes, such as OHKOing Greninja when Mega Pinsir is at +2. Alternative STAB moves to replace Return include Double-Edge and Thrash. The former hits extremely hard, but causes a large amount of recoil, while the latter is also extremely powerful but locks Pinsir into the move. X-Scissor is another STAB option, but it doesn't hit anything that the moves on the set don't. Finally, Stone Edge can be used for Zapdos, though it doesn't hit anything else and only weakens Mega Pinsir's coverage.
Checks & Counters
############
**Electric-types**: Electric-types such as Raikou, Choice Scarf Magnezone, and Mega Manectric can take a Quick Attack and OHKO Mega Pinsir with Thunderbolt. Zapdos gets a special mention for being able to live a +2 Return even after Stealth Rock while OHKOing Mega Pinsir back with Thunderbolt. Thundurus can OHKO Mega Pinsir with Thunderbolt or use Prankster Thunder Wave to allow forlet another teammate to revenge kill Mega Pinsir. Mega Ampharos is also capable of taking a hits and OHKOing back with Thunderbolt. Finally, Rotom-W and Rotom-H can take an attack and use either Will-O-Wisp to cripple Pinsir or Volt Switch to finish it off, though they must be wary of Mold Breaker Earthquake.
**Rock-types**: Rhyperior can live a +2 Earthquake or Close Combat from Mega Pinsir and OHKO back with Stone Edge. Mega Aerodactyl resists Quick Attack and can OHKO Mega Pinsir with Stone Edge as well.
**Bulky Physical Walls**: Skarmory walls Mega Pinsir and can either Whirlwind it out or KO it with Counter. +2 Return has a good chance to 2HKO Skarmory after Stealth Rock, however, so Skarmory must be kept healthy if it wants to continually counter Mega Pinsir throughout the game. Landorus-T and Hippowdon can both live a +2 Return and OHKO with Stone Edge. Slowbro also makes for a decent check, though it is usually OHKO'ed by a +2 Return after Stealth Rock.
**Talonflame**: Talonflame can use its access to priority Brave Bird to OHKO Mega Pinsir.
**Choice Scarf users**: Choice Scarf Tyranitar, Terrakion, Excadrill, and Garchomp can all live a +2 Quick Attack at full health and OHKO Mega Pinsir with a Rock-type move.
**Status**: Burns from the likes of Will-O-Wisp and Scald can seriously decrease Pinsir's damage output, while paralysis can slow Pinsir down and make it much easier to revenge kill.
**Stealth Rock**: Stealth Rock limits the amount of times Mega Pinsir can switch in and gives it limited setup opportunities.
**Priority**: Pokemon such as Mega Scizor, Mamoswine, and Azumarill can all live a +2 Quick Attack and finish off a weakened Mega Pinsir with a priority attack of their own. While Sucker Punch users such as Bisharp can do this too, they must be careful of Sucker Punch failing if Mega Pinsir uses Quick Attack or Swords Dance.

GP 1/2
 
Last edited:
hi
Overview
########
Mega Pinsir's access to Aerilate and Return, as well as a large base 155 Attack stat, makes it an extremely powerful threat. Aerilate Return iIn combination with Close Combat, Aerilate-boosted Return is unresisted in OU, bar Zapdos and Thundurus, which can be both worn down with Stealth Rock and another Flying-type teammate. Swords Dance is a great boosting option that turns Mega Pinsir into a great cleaner, with its good bulk helping it to set up. Aerilate Quick Attack also means that Mega Pinsir can beat faster Pokemon such as Keldeo without having to boost its Speed.
Unfortunately for Mega Pinsir, such a powerful threat is prepared for by most teams. Thundurus, Talonflame, Rotom-W, Landorus-T, Mega Manectric, Raikou, Zapdos, and Skarmory are seen on almost all teams, and each one of them can reliably check or counter Mega Pinsir. This makes pulling off a sweep extremely hard, and means proper team support is needed in order to remove these checks and counters. Mega Pinsir also has a 4x Stealth Rock weakness once Mega Evolved, and a 2x one pre-Mega Evolution, giving it limited switch-in and setup opportunities.
Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Close Combat / Earthquake
move 4: Quick Attack
ability: Hyper Cutter / Mold Breaker
item: Pinsirite
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly
Moves
========
Swords Dance makes Mega Pinsir's attacks extremely powerful, helping it clean late-game. Return is a powerful STAB option that Aerilate turns Flying-type. Close Combat hits the Steel- and Rock-types that resist Return for super effective damage while also hitting Pokemon such as Rotom-W for neutral damage. Earthquake is another option for Steel- and Rock-types super effectively that can be used to OHKO Heatran and; it has the added benefit of not lowering Mega Pinsir's defensive stats. Lastly, Quick Attack provides a priority attack that can OHKO faster Pokemon such as Keldeo when Mega Pinsir is at +2.
Set Details
========
Maximum Attack and Speed investment is used for as much power and Speed as possible. A Jolly nature is used to outspeed threats such as Mega Medicham and Mega Charizard after Pinsir Mega Evolves. An Adamant nature is an option for more power and is guaranteed to OHKO Pokemon such as Slowbro with Return. Hyper Cutter gives Pinsir an immunity to Intimidate as Landorus-T switches in, thus allowing Swords Dance to have its full effect. This is important because while a +2 Return will OHKO defensive Landorus-T, a +1 Return won't. Mold Breaker, however, can be used with Earthquake in order to hit Rotom-W before Pinsir Mega Evolves. Moxie is another ability option that can be used to grab a free +1 boost while in normal forme, though this usually isn't necessary due to Pinsir's access to Swords Dance. Finally, Pinsirite is necessary in order for Pinsir to Mega Evolve.
Usage Tips
========
Pinsir is best used late-game when all its checks and counters have been weakened or removed. Try to keep Stealth Rock off the field at all times, as it deals a large amount of damage to Mega Pinsir upon switching in. It may be wise to delay Mega Evolution; for example, if Pinsir does not Mega Evolve against a weakened Thundurus, it can live a non-Life Orb Thunderbolt and proceed to finish it off with Return. Other examples include surviving non-Life Orb Excadrill's Rock Slide and defensive Landorus-T's Stone Edge. If Mold Breaker is being used, it can be beneficial to delay Mega Evolution in order to hit Rotom-W with a super effective Earthquake. Be wary of the defense drops caused by Close Combat; for example, Life Orb Bisharp is possible ofcan OHKOing Mega Pinsir after a single Defense drop.
Team Options
========
Entry hazard removal is necessary in order to keep Pinsir healthy throughout the match. Excadrill is probably the best partner for Pinsir, as not only does it removes entry hazards via Rapid Spin, but it alsond hard walls any Thundurus lacking Focus Blast, which is one of Pinsir's biggest counters. Latias can also make for a good partner due to its ability to use Healing Wish, which can heal Pinsir no matter how weakened it has become. Pinsir pairs well with other Flying-types, such as Talonflame and Staraptor, as they force Mega Pinsir's counters in and weaken them to the point where Mega Pinsir can KO them. Entry hazard support allows Pinsir to more effectively beat walls such as Slowbro. Terrakion, Garchomp, Landorus-T, and Mamoswine are all good Stealth Rock users. Electric-types such as Raikou, Magnezone, and Thundurus not only help to check opposing Flying-types, but are also immune to Thundurus's Thunder Wave. Magnezone can also trap and remove Skarmory, making it even more helpful.
Other Options
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Feint can replace Quick Attack in order to OHKO Talonflame after Stealth Rock damage. However, it misses out on notable KOes, such as OHKOing Greninja when Mega Pinsir is at +2. Alternative STAB moves to replace Return include Double-Edge and Thrash. The former hits extremely hard, but causes a large amount of recoil, while the latter is also extremely powerful but locks Pinsir into the move. X-Scissor is another STAB option, but it doesn't hit anything that the moves on the set don't. Finally, Stone Edge can be used for Zapdos, though it doesn't hit anything else and only weakens Mega Pinsir's coverage.
Checks & Counters
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**Electric-types**: Electric-types such as Raikou, Choice Scarf Magnezone, and Mega Manectric can take a Quick Attack and OHKO Mega Pinsir with Thunderbolt. Zapdos gets a special mention for being able to live a +2 Return even after Stealth Rock while OHKOing Mega Pinsir back with Thunderbolt. Thundurus can OHKO Mega Pinsir with Thunderbolt or use Prankster Thunder Wave to allow forlet another teammate to revenge kill Mega Pinsir. Mega Ampharos is also capable of taking a hits and OHKOing back with Thunderbolt. Finally, Rotom-W and Rotom-H can take an attack and use either Will-O-Wisp to cripple Pinsir or Volt Switch to finish it off, though they must be wary of Mold Breaker Earthquake.
**Rock-types**: Rhyperior can live a +2 Earthquake or Close Combat from Mega Pinsir and OHKO back with Stone Edge. Mega Aerodactyl resists Quick Attack and can OHKO Mega Pinsir with Stone Edge as well.
**Bulky Physical Walls**: Skarmory walls Mega Pinsir and can either Whirlwind it out or KO it with Counter. +2 Return has a good chance to 2HKO Skarmory after Stealth Rock, however, so Skarmory must be kept healthy if it wants to continually counter Mega Pinsir throughout the game. Landorus-T and Hippowdon can both live a +2 Return and OHKO with Stone Edge. Slowbro also makes for a decent check, though it is usually OHKO'ed by a +2 Return after Stealth Rock.
**Talonflame**: Talonflame can use its access to priority Brave Bird to OHKO Mega Pinsir.
**Choice Scarf users**: Choice Scarf Tyranitar, Terrakion, Excadrill, and Garchomp can all live a +2 Quick Attack at full health and OHKO Mega Pinsir with a Rock-type move.
**Status**: Burns from the likes of Will-O-Wisp and Scald can seriously decrease Pinsir's damage output, while paralysis can slow Pinsir down and make it much easier to revenge kill.
**Stealth Rock**: Stealth Rock limits the amount of times Mega Pinsir can switch in and gives it limited setup opportunities.
**Priority**: Pokemon such as Mega Scizor, Mamoswine, and Azumarill can all live a +2 Quick Attack and finish off a weakened Mega Pinsir with a priority attack of their own. While Sucker Punch users such as Bisharp can do this too, they must be careful of Sucker Punch failing if Mega Pinsir uses Quick Attack or Swords Dance.

GP 1/2
Thanks, this is now done! :]
 

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