Pinsir

frenzyplant

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

Mega Pinsir is a very underrated threat in the VGC 2014 metagame with an impressive offensive stats in Attack and Speed. Not only that, It also possesses a useful ability in Aerilate, allowing it to deal a significant amount of damage to common Grass-type threats. However, Mega Pinsir has many weaknesses with a 4x weakness to Rock-type moves, and Will-O-Wisp and Intimidate can limit its effectiveness and ability to hit hard.

Mega Attacker
########
name: Mega Attacker
move 1: Return
move 2: Close Combat / Earthquake
move 3: Feint / Swords Dance / Quick Attack
move 4: Protect
ability: Hyper Cutter
item: Pinsirite
evs: 52 HP / 188 Atk / 28 Def / 4 SpD SDef / 236 Spe Spd
nature: Jolly / Adamant

Moves
========

Return is a strong STAB move that is great for inflicting a lot of damage to against Grass-types, Fighting-types, and the occasional Bug-types. It even has the ability to OHKO a common VGC 2014 threat in 4 HP / 0 Def Mega Charizard Y. (period) with 4 HP EVs and 0 Defense EVs! Adding to Pinsir's its already stellar coverage with Return movepool, Close Combat is great for coverage against Rock-types, Dark-types, and Steel-types such as Tyranitar, Hydreigon, and Bisharp. However, Although Earthquake is another viable option for its coverage against Fire-types and Aegislash if you like being able to hit both of the opposing Pokemon hard, and it also provides coverage against Fire-types and Aegislash. Priority STAB Quick Attack is useful for finishing off weakened Pokemon, while and Feint allows you Pinsir to bypass Protect while also allowing your partner to hit that target; STAB Feint can also act like Quick Attack in most situations as a way to finish off a weakened foe. However, Swords Dance can also be used in the third slot to give Pinsir a scary +2 Attack boost for a potential sweep of the opponent's entire team, given it is able to set up this scary Attack boost. Protect is a staple move in any Doubles metagame to disrupt double targeting and scout the opponent, and it allows your partner to take out a specific threat to Mega Pinsir while it is being shielded.

Set Details
========

236 Speed EVs plus a Jolly nature allows Pinsir to outspeed Jolly Garchomp, as well as the base 100's with a positive speed and positive-natured base 100s, and the 52 HP EVs with the 28 Defense EVs enable him it (don't use gendered pronouns in analyses unless the Pokemon is of one gender) to survive Jolly Garchomp's Rock Slide with one turn of Rough Skin damage or and Adamant Mega-Kangaskhan's Return. Furthermore, 52 HP / 4 SpD Pinsir survives a Fire Blast from Timid Salamence with 52 HP EVs and 4 SDef EVs invested, and while the remaining EVs are put into Attack stat for maximum offensive firepower.

Usage Tips
========

Mega Pinsir is useful for dealing a huge amount of damage early in the game, but it's helpful to save Pinsir for a late-game sweep, especially if there's a threat it can't take out, (comma) because it can easily be killed by some certain Pokemon. But, if given there is a threat and you decide to stay in, use Protect to scout the opponent foes while enabling your partner to deal some damage or take out that certain threat. Utilize Feint to break through Protect, allowing your partner to inflict damage against the Pokemon that used it opponent. Swords Dance is also useful for giving Pinsir a huge +2 Attack boost for a potential sweep and decimation of the opposing team.

Team Options
========

Mega Pinsir is a great partner for with Rotom-Wash as Pinsir can take out Grass-type threats to Rotom-Wash such as Venusaur, while Rotom-W takes out Fire- and Flying-type Fire or Flying-types threats to Pinsir such as Talonflame. Pinsir loves Safeguard users, such as either Meowstic-M or and Klefki, because they prevent are great for preventing Will-O-Wisp or and Thunder Wave, (comma) which cripple Pinsir's effectiveness. Pinsir likes Fake Out or Rage Powder support to enable it him to set up Swords Dance and decimate the opponent. Rage Powder also redirects incoming super effective attacks to allow Pinsir to attack freely without worrying about taking a significant amount of damage. Finally, Wide Guard users such as Aegislash prevent Rock Slide and Heat Wave from hitting and possibly OHKOing Pinsir and possibly OHKO.

Other Options
########

Frustration can be utilized over Return when Pinsir is at 0 happiness. In the rare case the opponent carries a Ditto that Transforms transform's into Pinsir, Frustration will be useless for Ditto as it will most likely be at max happiness. (not sure if Frustration should be mentioned, it's like speed creep / 0 atk ivs for special attackers) In the situation If Pinsir manages (consider changing your word choice here; "manages" implies something positive) to get burned, Facade is a pretty good option that can take the opponent by surprise with its doubled Base Power offensive power. Stone Edge enables Pinsir to OHKO Mega Charizard Y and Talonflame while providing some extra Flying-type overall coverage in conjunction with Return, overall. Thrash is another powerful STAB move with 120 Base Power BP that can be used in place of Return, but. The only downside to this is that you're unable to choose the target. Giga Impact is an very powerful STAB move with 150 Base Power BP that can deal a significant amount of damage to the target opponent thanks to its Aerilate ability. STAB X-Scissor is also a fairly viable option if you want to hit Psychic-types and Dark-types super effectively. Rock Slide is a good spread move if you want to hit both targets, and you even have a 30% chance of flinching the targets opponent.


Checks & Counters
########

**Flying-types**: Priority Brave Bird from Talonflame and Aerilate Return from opposing Mega Pinsir with STAB Return can OHKO Pinsir.

**Electric-types**: Bulky Electric-types such as Rotom-Wash and Zapdos give Mega Pinsir a hard time, (comma) as they resist it resists most of its attacks while being able to heavily damage killing it with an incoming Thunderbolt.

**Ice-types**: Mamoswine with priority Ice Shard can deal a huge amount of damage to Mega Pinsir before it even has a chance to attack. Other Pokemon carrying Ice Beam can usually 2HKO Pinsir easily.

**Fire-types**: Mega Charizard X and Y can deal a huge amount of damage to Pinsir with STAB Fire-type attacks and potentially OHKO it, and bulky Fire-types such as Rotom-Heat give Pinsir a huge fit. (elaborate?)

**Rock-types**: Choice Scarf Tyranitar and Mega Aerodactyl can outspeed and OHKO Mega Pinsir with Rock Slide.

**Pokemon with Intimidate or and Will-O-Wisp**: Pokemon with Intimidate lower Mega Pinsir's Attack stat, while Will-O-Wisp users such as the Rotom formes appliances halve burn Pinsir's and halve its Attack stat.

**Pokemon with Prankster**: Pinsir hates being crippled by the occasional Thunder Wave from Klefki or Meowstic-M, as its Speed advantage is taken away.
 
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Overview
########

Mega Pinsir is a very underrated threat in the VGC 2014 metagame with an impressive offensive stats in Attack and Speed. Not only that, It also possesses a useful ability in Aerilate, allowing it to deal a significant amount of damage to common Grass-type threats. However, Mega Pinsir has many weaknesses with a 4x weakness to Rock-type moves, and Will-O-Wisp and Intimidate can limit its effectiveness and ability to hit hard.

Mega Attacker
########
name: Mega Attacker
move 1: Return
move 2: Close Combat / Earthquake
move 3: Feint / Swords Dance / Quick Attack
move 4: Protect
ability: Hyper Cutter
item: Pinsirite
evs: 52 HP / 188 Atk / 28 Def / 4 SpD SDef / 236 Spe Spd
nature: Jolly / Adamant

Moves
========

Return is a strong STAB move that is great for inflicting a lot of damage to against Grass-types, Fighting-types, and the occasional Bug-types. It even has the ability to OHKO a common VGC 2014 threat in 4 HP / 0 Def Mega Charizard Y. (period) with 4 HP EVs and 0 Defense EVs! Adding to Pinsir's its already stellar coverage with Return movepool, Close Combat is great for coverage against Rock-types, Dark-types, and Steel-types such as Tyranitar, Hydreigon, and Bisharp. However, Although Earthquake is another viable option for its coverage against Fire-types and Aegislash if you like being able to hit both of the opposing Pokemon hard, and it also provides coverage against Fire-types and Aegislash. Priority STAB Quick Attack is useful for finishing off weakened Pokemon, while and Feint allows you Pinsir to bypass Protect while also allowing your partner to hit that target; STAB Feint can also act like Quick Attack in most situations as a way to finish off a weakened foe. However, Swords Dance can also be used in the third slot to give Pinsir a scary +2 Attack boost for a potential sweep of the opponent's entire team, given it is able to set up this scary Attack boost. Protect is a staple move in any Doubles metagame to disrupt double targeting and scout the opponent, and it allows your partner to take out a specific threat to Mega Pinsir while it is being shielded.

Set Details
========

236 Speed EVs plus a Jolly nature allows Pinsir to outspeed Jolly Garchomp, as well as the base 100's with a positive speed and positive-natured base 100s, and the 52 HP EVs with the 28 Defense EVs enable him it (don't use gendered pronouns in analyses unless the Pokemon is of one gender) to survive Jolly Garchomp's Rock Slide with one turn of Rough Skin damage or and Adamant Mega-Kangaskhan's Return. Furthermore, 52 HP / 4 SpD Pinsir survives a Fire Blast from Timid Salamence with 52 HP EVs and 4 SDef EVs invested, and while the remaining EVs are put into Attack stat for maximum offensive firepower.

Usage Tips
========

Mega Pinsir is useful for dealing a huge amount of damage early in the game, but it's helpful to save Pinsir for a late-game sweep, especially if there's a threat it can't take out, (comma) because it can easily be killed by some certain Pokemon. But, if given there is a threat and you decide to stay in, use Protect to scout the opponent foes while enabling your partner to deal some damage or take out that certain threat. Utilize Feint to break through Protect, allowing your partner to inflict damage against the Pokemon that used it opponent. Swords Dance is also useful for giving Pinsir a huge +2 Attack boost for a potential sweep and decimation of the opposing team.

Team Options
========

Mega Pinsir is a great partner for with Rotom-Wash as Pinsir can take out Grass-type threats to Rotom-Wash such as Venusaur, while Rotom-W takes out Fire- and Flying-type Fire or Flying-types threats to Pinsir such as Talonflame. Pinsir loves Safeguard users, such as either Meowstic-M or and Klefki, because they prevent are great for preventing Will-O-Wisp or and Thunder Wave, (comma) which cripple Pinsir's effectiveness. Pinsir likes Fake Out or Rage Powder support to enable it him to set up Swords Dance and decimate the opponent. Rage Powder also redirects incoming super effective attacks to allow Pinsir to attack freely without worrying about taking a significant amount of damage. Finally, Wide Guard users such as Aegislash prevent Rock Slide and Heat Wave from hitting and possibly OHKOing Pinsir and possibly OHKO.

Other Options
########

Frustration can be utilized over Return when Pinsir is at 0 happiness. In the rare case the opponent carries a Ditto that Transforms transform's into Pinsir, Frustration will be useless for Ditto as it will most likely be at max happiness. (not sure if Frustration should be mentioned, it's like speed creep / 0 atk ivs for special attackers) In the situation If Pinsir manages (consider changing your word choice here; "manages" implies something positive) to get burned, Facade is a pretty good option that can take the opponent by surprise with its doubled Base Power offensive power. Stone Edge enables Pinsir to OHKO Mega Charizard Y and Talonflame while providing some extra Flying-type overall coverage in conjunction with Return, overall. Thrash is another powerful STAB move with 120 Base Power BP that can be used in place of Return, but. The only downside to this is that you're unable to choose the target. Giga Impact is an very powerful STAB move with 150 Base Power BP that can deal a significant amount of damage to the target opponent thanks to its Aerilate ability. STAB X-Scissor is also a fairly viable option if you want to hit Psychic-types and Dark-types super effectively. Rock Slide is a good spread move if you want to hit both targets, and you even have a 30% chance of flinching the targets opponent.


Checks & Counters
########

**Flying-types**: Priority Brave Bird from Talonflame and Aerilate Return from opposing Mega Pinsir with STAB Return can OHKO Pinsir.

**Electric-types**: Bulky Electric-types such as Rotom-Wash and Zapdos give Mega Pinsir a hard time, (comma) as they resist it resists most of its attacks while being able to heavily damage killing it with an incoming Thunderbolt.

**Ice-types**: Mamoswine with priority Ice Shard can deal a huge amount of damage to Mega Pinsir before it even has a chance to attack. Other Pokemon carrying Ice Beam can usually 2HKO Pinsir easily.

**Fire-types**: Mega Charizard X and Y can deal a huge amount of damage to Pinsir with STAB Fire-type attacks and potentially OHKO it, and bulky Fire-types such as Rotom-Heat give Pinsir a huge fit. (elaborate?)

**Rock-types**: Choice Scarf Tyranitar and Mega Aerodactyl can outspeed and OHKO Mega Pinsir with Rock Slide.

**Pokemon with Intimidate or and Will-O-Wisp**: Pokemon with Intimidate lower Mega Pinsir's Attack stat, while Will-O-Wisp users such as the Rotom formes appliances halve burn Pinsir's and halve its Attack stat.

**Pokemon with Prankster**: Pinsir hates being crippled by the occasional Thunder Wave from Klefki or Meowstic-M, as its Speed advantage is taken away.
Implemented, thanks for your help! :]

Now ready for final GP check.
 

Goddess Briyella

Banned deucer.
Additions
Deletions
Comments

Overview
########

Mega Pinsir is a very underrated threat in the VGC 2014 metagame with impressive offensive stats. It also possesses a useful ability in Aerilate, allowing it to use Normal-type attacks to deal a significant amount of damage to common Grass-type threats (just Grass-type? Why not Fighting-types too?). However, Mega Pinsir has many weaknesses,(AC) with including a 4x weakness to Rock-type moves, and Will-O-Wisp and Intimidate from enemies can limit its effectiveness and ability to hit hard.

Mega Attacker
########
name: Mega Attacker
move 1: Return
move 2: Close Combat / Earthquake
move 3: Feint / Swords Dance / Quick Attack
move 4: Protect
ability: Hyper Cutter
item: Pinsirite
evs: 52 HP / 188 Atk / 28 Def / 4 SpD / 236 Spe
nature: Jolly / Adamant

Moves
========

Return is a strong STAB move that is great for inflicting a lot of damage to Grass-types, Fighting-types, and the occasional Bug-types. It even has the ability to OHKO a common VGC 2014 threat in 4 HP / 0 Def Mega Charizard Y. Adding to Pinsir's already stellar coverage offensive power (the STAB is not referred to as coverage) with Return, Close Combat is great for coverage against Rock-types, Dark-types, and Steel-types such as Tyranitar, Hydreigon, and Bisharp. However, Earthquake is another viable option for its coverage against Fire-types and Aegislash if you like being able to hit both of the opposing Pokemon hard. Priority STAB Quick Attack is useful for finishing off weakened Pokemon, while Feint allows Pinsir to bypass Protect while als also allowing your partner to hit that target; STAB Feint can also act like Quick Attack in most situations as a way to finish off a weakened foe. However, Swords Dance can also be used in the third slot to give Pinsir a scary +2 Attack boost for a potential sweep of the opponent's entire team. Protect is a staple move in any Doubles metagame to disrupt double targeting and scout the opponent, and it allows your partner to take out a specific threat to Mega Pinsir while it is being shielded.

Set Details
========

236 Speed EVs plus in tandem with a Jolly nature allows Pinsir to outspeed Jolly Garchomp, and positive-natured base 100s.(change comma to period) and 52 HP EVs with 28 Defense EVs enable it to survive Jolly Garchomp's Rock Slide with one turn of Rough Skin damage or Adamant Mega Kangaskhan's Return (or one turn of Adamant Mega Kangaskhan's Return? Not sure what you mean here but I'm pretty sure this needs rewording). Furthermore, 52 HP / 4 SpD Pinsir survives a Fire Blast from Timid Salamence, and the remaining EVs are put into Attack for maximum offensive firepower power.

Usage Tips
========

Mega Pinsir is useful for dealing a huge amount of damage early in the game, but it's helpful to save Pinsir for a late-game sweep, especially if there's a threat it can't take out, because it can easily be easily defeated killed by some certain Pokemon. But However,(AC) if there is a threat to Pinsir present and you decide to stay in, use Protect to scout the foes while enabling your partner to deal some damage or take out that threat. Utilize Feint to break through Protect, allowing your partner to inflict damage against the Pokemon that used it. Swords Dance is useful for giving Pinsir a huge +2 Attack boost for a potential sweep of the opposing team (you said this already in Moves; reword it or remove it from one of the segments).

Team Options
========

Mega Pinsir is a great partner for Rotom-Wash,(AC) as Pinsir can take out Grass-type threats to Rotom-Wash such as Venusaur, while Rotom-W takes out Fire- and Flying-types Flying-type threats to Pinsir such as Talonflame. Pinsir loves Safeguard users, such as Meowstic-M and Klefki, because they prevent Will-O-Wisp and Thunder Wave, which cripple Pinsir's effectiveness. Pinsir likes Fake Out or Rage Powder support to enable it to set up Swords Dance and decimate the opponent. Rage Powder also redirects incoming super effective attacks to allow Pinsir to attack freely without worrying about taking a significant amount of damage. Finally, Wide Guard users such as Aegislash prevent Rock Slide and Heat Wave from hitting Pinsir and possibly OHKOing Pinsir.

Other Options
########

Frustration can be utilized over Return when Pinsir is at 0 happiness. In the rare case that the opponent carries a Ditto that Transforms into Pinsir, Frustration will be useless for Ditto as because it will most likely be at max happiness. If Pinsir gets burned, Facade is a pretty good option that can take the opponent by surprise with its doubled Base Power. Stone Edge enables Pinsir to OHKO Mega Charizard Y and Talonflame while providing some extra overall coverage in conjunction with Return. Thrash is another powerful STAB move with 120 Base Power that can be used in place of Return, but you're unable to choose the target. Giga Impact is an a very powerful STAB move with 150 Base Power that can deal a significant amount of damage to the target thanks to with the boost from Aerilate. STAB X-Scissor is also a fairly viable option if you want to hit Psychic-types and Dark-types super effectively. Rock Slide is a good spread move if you want to hit both targets, and you even have a 30% chance of flinching the targets them.


Checks & Counters
########

**Flying-types**: Priority Brave Bird from Talonflame and Aerilate Return from opposing Mega Pinsir can OHKO Pinsir.

**Electric-types**: Bulky Electric-types such as Rotom-Wash and Zapdos give Mega Pinsir a hard time, as they resist most of its attacks while being able to heavily damage it with Thunderbolt.

**Ice-types**: Mamoswine with priority Ice Shard can deal a huge amount of damage to Mega Pinsir before it even has a chance to attack. Other Pokemon carrying Ice Beam can usually 2HKO or OHKO Pinsir easily.

**Fire-types**: Mega Charizard X and Y can deal a huge amount of damage to Pinsir with STAB Fire-type attacks and potentially OHKO, and bulky Fire-types such as Rotom-Heat give Pinsir a huge fit with a Flying-type resistance and a super effective fire-type move.

**Rock-types**: Choice Scarf Tyranitar and Mega Aerodactyl can outspeed and OHKO Mega Pinsir with Rock Slide.

**Pokemon with Intimidate or Will-O-Wisp**: Pokemon with Intimidate lower Mega Pinsir's Attack stat, while Will-O-Wisp users such as the Rotom formes halve Pinsir's Attack stat.

**Pokemon with Prankster**: Pinsir hates being crippled by the occasional Thunder Wave from Klefki or Meowstic-M, as its Speed advantage is taken away.


GP 2/2
 
Additions
Deletions
Comments

Overview
########

Mega Pinsir is a very underrated threat in the VGC 2014 metagame with impressive offensive stats. It also possesses a useful ability in Aerilate, allowing it to use Normal-type attacks to deal a significant amount of damage to common Grass-type threats (just Grass-type? Why not Fighting-types too?). However, Mega Pinsir has many weaknesses,(AC) with including a 4x weakness to Rock-type moves, and Will-O-Wisp and Intimidate from enemies can limit its effectiveness and ability to hit hard.

Mega Attacker
########
name: Mega Attacker
move 1: Return
move 2: Close Combat / Earthquake
move 3: Feint / Swords Dance / Quick Attack
move 4: Protect
ability: Hyper Cutter
item: Pinsirite
evs: 52 HP / 188 Atk / 28 Def / 4 SpD / 236 Spe
nature: Jolly / Adamant

Moves
========

Return is a strong STAB move that is great for inflicting a lot of damage to Grass-types, Fighting-types, and the occasional Bug-types. It even has the ability to OHKO a common VGC 2014 threat in 4 HP / 0 Def Mega Charizard Y. Adding to Pinsir's already stellar coverage offensive power (the STAB is not referred to as coverage) with Return, Close Combat is great for coverage against Rock-types, Dark-types, and Steel-types such as Tyranitar, Hydreigon, and Bisharp. However, Earthquake is another viable option for its coverage against Fire-types and Aegislash if you like being able to hit both of the opposing Pokemon hard. Priority STAB Quick Attack is useful for finishing off weakened Pokemon, while Feint allows Pinsir to bypass Protect while als also allowing your partner to hit that target; STAB Feint can also act like Quick Attack in most situations as a way to finish off a weakened foe. However, Swords Dance can also be used in the third slot to give Pinsir a scary +2 Attack boost for a potential sweep of the opponent's entire team. Protect is a staple move in any Doubles metagame to disrupt double targeting and scout the opponent, and it allows your partner to take out a specific threat to Mega Pinsir while it is being shielded.

Set Details
========

236 Speed EVs plus in tandem with a Jolly nature allows Pinsir to outspeed Jolly Garchomp, and positive-natured base 100s.(change comma to period) and 52 HP EVs with 28 Defense EVs enable it to survive Jolly Garchomp's Rock Slide with one turn of Rough Skin damage or Adamant Mega Kangaskhan's Return (or one turn of Adamant Mega Kangaskhan's Return? Not sure what you mean here but I'm pretty sure this needs rewording). Furthermore, 52 HP / 4 SpD Pinsir survives a Fire Blast from Timid Salamence, and the remaining EVs are put into Attack for maximum offensive firepower power.

Usage Tips
========

Mega Pinsir is useful for dealing a huge amount of damage early in the game, but it's helpful to save Pinsir for a late-game sweep, especially if there's a threat it can't take out, because it can easily be easily defeated killed by some certain Pokemon. But However,(AC) if there is a threat to Pinsir present and you decide to stay in, use Protect to scout the foes while enabling your partner to deal some damage or take out that threat. Utilize Feint to break through Protect, allowing your partner to inflict damage against the Pokemon that used it. Swords Dance is useful for giving Pinsir a huge +2 Attack boost for a potential sweep of the opposing team (you said this already in Moves; reword it or remove it from one of the segments).

Team Options
========

Mega Pinsir is a great partner for Rotom-Wash,(AC) as Pinsir can take out Grass-type threats to Rotom-Wash such as Venusaur, while Rotom-W takes out Fire- and Flying-types Flying-type threats to Pinsir such as Talonflame. Pinsir loves Safeguard users, such as Meowstic-M and Klefki, because they prevent Will-O-Wisp and Thunder Wave, which cripple Pinsir's effectiveness. Pinsir likes Fake Out or Rage Powder support to enable it to set up Swords Dance and decimate the opponent. Rage Powder also redirects incoming super effective attacks to allow Pinsir to attack freely without worrying about taking a significant amount of damage. Finally, Wide Guard users such as Aegislash prevent Rock Slide and Heat Wave from hitting Pinsir and possibly OHKOing Pinsir.

Other Options
########

Frustration can be utilized over Return when Pinsir is at 0 happiness. In the rare case that the opponent carries a Ditto that Transforms into Pinsir, Frustration will be useless for Ditto as because it will most likely be at max happiness. If Pinsir gets burned, Facade is a pretty good option that can take the opponent by surprise with its doubled Base Power. Stone Edge enables Pinsir to OHKO Mega Charizard Y and Talonflame while providing some extra overall coverage in conjunction with Return. Thrash is another powerful STAB move with 120 Base Power that can be used in place of Return, but you're unable to choose the target. Giga Impact is an a very powerful STAB move with 150 Base Power that can deal a significant amount of damage to the target thanks to with the boost from Aerilate. STAB X-Scissor is also a fairly viable option if you want to hit Psychic-types and Dark-types super effectively. Rock Slide is a good spread move if you want to hit both targets, and you even have a 30% chance of flinching the targets them.


Checks & Counters
########

**Flying-types**: Priority Brave Bird from Talonflame and Aerilate Return from opposing Mega Pinsir can OHKO Pinsir.

**Electric-types**: Bulky Electric-types such as Rotom-Wash and Zapdos give Mega Pinsir a hard time, as they resist most of its attacks while being able to heavily damage it with Thunderbolt.

**Ice-types**: Mamoswine with priority Ice Shard can deal a huge amount of damage to Mega Pinsir before it even has a chance to attack. Other Pokemon carrying Ice Beam can usually 2HKO or OHKO Pinsir easily.

**Fire-types**: Mega Charizard X and Y can deal a huge amount of damage to Pinsir with STAB Fire-type attacks and potentially OHKO, and bulky Fire-types such as Rotom-Heat give Pinsir a huge fit with a Flying-type resistance and a super effective fire-type move.

**Rock-types**: Choice Scarf Tyranitar and Mega Aerodactyl can outspeed and OHKO Mega Pinsir with Rock Slide.

**Pokemon with Intimidate or Will-O-Wisp**: Pokemon with Intimidate lower Mega Pinsir's Attack stat, while Will-O-Wisp users such as the Rotom formes halve Pinsir's Attack stat.

**Pokemon with Prankster**: Pinsir hates being crippled by the occasional Thunder Wave from Klefki or Meowstic-M, as its Speed advantage is taken away.


GP 2/2
Implemented!

This analysis is now complete. Thanks to everyone who helped me out! :]
 

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