Pinsir (QC 3/3) (GP 2/2)

jake

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is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Top Dedicated Tournament Host Alumnusis a Battle Simulator Moderator Alumnusis a Past SPL Champion
lets go pinsir woo

qc'd: upstart, oglemi, windsong
gp'd: noblue/shakeitup, calm pokemaster



[Overview]

<p>Ever since the GSC days, Pinsir has struggled to differentiate itself from Heracross, which has everything that Pinsir could ever dream of: Megahorn, Guts, STAB Close Combat, better overall bulk, no Stealth Rock weakness ... It's certainly no wonder that Pinsir had always been stuck in Heracross's shadow. However, Pinsir has finally stumbled upon a Heracross-free environment in which it can flaunt its strengths: the RU tier. Between a destructive base 125 Attack stat and solid coverage, it has the ability to OHKO several prominent physical walls, including Tangrowth, Steelix, and Ferroseed. Apart from Gligar, there are very few Pokemon in RU that can withstand multiple hits from Pinsir.</p>

<p>However, not all is smooth sailing for Pinsir. While it packs immense power, Pinsir's middling Speed and mediocre defenses leave it prone to revenge kills from the likes of Moltres and Entei. Pinsir also is stunted by every form of status, making it that much harder for it to find a moment to set up, let alone switch in. Perhaps the most prominent weakness of all is a susceptibility to all entry hazards, which can quickly lead to an untimely ending. This by no means should prevent you from using Pinsir, though; given the right opportunity, it possesses the ability to ravage entire teams.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: X-Scissor
move 3: Close Combat / Earthquake
move 4: Stone Edge
item: Life Orb / Lum Berry
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>This set utilizes Pinsir's huge Attack stat in combination with Swords Dance to become an incredibly versatile wallbreaker—after the boost, its Attack reaches a massive 698. Coupled with superb coverage, it can 2HKO every Pokemon in RU save Gligar. X-Scissor is Pinsir's primary attack, and is capable of shredding through nearly every Pokemon that does not resist it. Close Combat is the best option Pinsir has against Rock- and Steel-types, although Earthquake is also viable. The main draw of Earthquake is that Mold Breaker allows it to bypass Levitate and score a super effective hit on Rotom; it is also Pinsir's most reliable option against bulky Ghost-types such as Cofagrigus and Dusknoir. Lastly, Stone Edge covers the Flying-types that would otherwise wall Pinsir entirely, such as Moltres.</p>

[ADDITIONAL COMMENTS]

<p>252 Attack EVs maximize Pinsir's offensive prowess, while 216 Speed EVs allow Pinsir to outpace base 80 Speed Pokemon, such as Kabutops and Gallade, as well as Modest Moltres. The choice of ability is entirely dependent upon which coverage move you've selected: Close Combat works best with Hyper Cutter, which negates Intimidate, whereas Mold Breaker allows Pinsir's Earthquake to bypass Levitate. Earthquake is also usable with Hyper Cutter, which ignores Qwilfish's Intimidate and allows Pinsir to OHKO with some prior damage.</p>

<p>Although Pinsir has the power to smash through most defensive Pokemon, its average Speed impairs its effectiveness. Speedy Fire-, Flying-, and Rock-type attackers can all threaten to OHKO Pinsir because of its mediocre defenses. Flying-types such as Moltres are particularly efficient when dealing with Pinsir, as they can switch into three of Pinsir's four moves with relatively little risk. Thunder Wave support is highly useful for Pinsir, as it can give it the opportunity to deal with Pokemon that would otherwise outspeed and KO it. Slowking and Lanturn are both fantastic partners in this regard; not only do they spread paralysis well, but they can also force Moltres to switch out. Likewise, a teammate that can set up Stealth Rock, such as Omastar, will greatly ease Pinsir's issue with Fire- and Flying-types.</p>

[SET]
name: Physical Attacker
move 1: X-Scissor
move 2: Stone Edge
move 3: Earthquake / Close Combat
move 4: Stealth Rock
item: Life Orb / Focus Sash
ability: Hyper Cutter
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>One of Pinsir's lesser-known qualities is its ability to set up Stealth Rock; it is one of the few Pokemon in the RU tier that can reliably set up Stealth Rock as well as maintain a constant offensive presence. Often, the opponent will assume that Pinsir is running either the Swords Dance or a Choice item set, and it can thus use the switches forced to easily set up Stealth Rock. X-Scissor is Pinsir's most reliable STAB move, netting 2HKOs on physically defensive Uxie and Tangrowth. Stone Edge covers the Flying-types that would otherwise resist the entirety of its moveset. On this set, Earthquake is used with Hyper Cutter and preferred over Close Combat for one reason—it allows Pinsir to ignore Intimidate from opposing Qwilfish and 2HKO with Earthquake.</p>

[ADDITIONAL COMMENTS]

<p>This set functions best as either a lead or mid-game utility Pokemon, and the item choice should reflect that: Focus Sash on a lead Pinsir enables it to worry less about Pokemon such as Moltres, as it can now take a Fire Blast thanks to Focus Sash and retaliate with Stone Edge; while Life Orb should be used on a Pinsir that is not intended to be in the lead slot. The EVs are standard fare: maximum Attack investment is a necessity, and the Speed investment and nature allow Pinsir to outrun positive-natured base 80s. Bulky Ghost-types such as Dusknoir and Cofagrigus wall Pinsir cold, but it can set up Stealth Rock as they switch in. Moltres and other Flying-types will also scare it out, but if Pinsir's Focus Sash is still intact, it can take a hit and go for a KO with Stone Edge. Although most teams appreciate Stealth Rock, this Pinsir variant works best on bulky or purely offensive teams. Good partners include Fighting-types that will be relieved of Uxie when Pinsir is around, and Fire-type Pokemon such as Moltres or Entei that are willing to take a Will-O-Wisp for Pinsir.</p>

[SET]
name: Choice
move 1: X-Scissor
move 2: Close Combat
move 3: Earthquake
move 4: Stone Edge
item: Choice Scarf / Choice Band
ability: Mold Breaker
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Pinsir's superb Attack and average Speed stats are a perfect mold for the classic Choice attacker. The selection of item is entirely up to you—Pinsir can either outspeed its usual checks, such as Moltres, or hit incredibly hard off the bat. X-Scissor is Pinsir's primary STAB move; even when unboosted, X-Scissor has a chance to 2HKO physically bulky Tangrowth and Uxie. Close Combat and Earthquake give Pinsir coverage against Rock- and Steel-type Pokemon, and Pinsir actually has the space to use both moves on this set because it is not using Swords Dance. Stone Edge catches the Flying-type Pokemon that would otherwise have no trouble switching in and forcing Pinsir out.</p>

[ADDITIONAL COMMENTS]

<p>As Pinsir is locked into a single move, it will likely be switching in and out frequently throughout the match. This, coupled with the fact that Pinsir is weak to every kind of entry hazard, means that Rapid Spin support is a necessity. Several other options can be used on this set, including Quick Attack, Toxic, and Knock Off. Quick Attack is only viable on a Choice Band set, where it can be used to pick off weakened targets. Using Quick Attack does mean that Pinsir must forgo Close Combat as the two are illegal together. It should be noted that Quick Attack is quite weak—it fails to KO Sharpedo at a little over half health, even with a Choice Band equipped. Knock Off is particularly useful if your team struggles with Gligar, as removing Eviolite will make dealing with Gligar much easier. Lastly, Toxic can also be used, as it will come as a nasty shock to common switch-ins such as Dusknoir, Gligar, and Cofagrigus.</p>

<p>Choiced sets are somewhat easier to handle because Pinsir cannot rely on its fantastic coverage; bulky Ghost-types such as Cofagrigus, for example, have little to worry about when switching in and burning Pinsir with Will-O-Wisp. Gligar takes very little from any of Pinsir's moves, though it must be wary of Knock Off. Flying-types are less of an issue for Choice Scarf Pinsir, as it can outpace them and deal hefty damage with Stone Edge, though Choice Band sets struggle as always. Hazard support is terrific for Pinsir and can often mean the difference between a KO and the opponent living through Pinsir's attempted revenge kill. Omastar makes for an excellent partner, as it can set up hazards and resists both Fire- and Flying-type moves.</p>

[Other Options]

<p>Pinsir has access to the move Bulk Up; it's an unappealing option, however, as Pinsir has terrible Special Defense and low HP. Faint Attack is the strongest move Pinsir has that will hit Ghost-types super effectively, although it's still fairly weak and will barely dent Dusknoir and Cofagrigus. Knock Off and Toxic are options on any of Pinsir's sets, allowing Pinsir to catch its common checks and counters off-guard. However, they're very difficult to fit onto those sets because Pinsir's coverage is far more important. Endure and Flail sound great on paper, but are lackluster in practice due to the prevalence of entry hazards and priority in RU.</p>

[Checks and Counters]

<p>Gligar can easily handle anything Pinsir can throw at it and stall it out with Toxic and Roost. Bulky Ghost-types such as Cofagrigus and Dusknoir can handle even a +2 Stone Edge and burn Pinsir, rendering it utterly useless; Pinsir is crippled by nearly every form of status, especially burn. Faster Fire- and Flying-types, such as Typhlosion, Swellow, Scyther, Moltres, and Entei can OHKO Pinsir due to its mediocre defenses, though they must be wary of Stone Edge. Stealth Rock and other entry hazards are perhaps the best method of keeping Pinsir in check, as they wear it down incredibly quickly.</p>

[Dream World]

<p>Currently unreleased, Moxie is an excellent ability and is worthy of consideration on nearly every set Pinsir can run. Unless Mold Breaker Earthquake is absolutely necessary, Moxie should be the primary option on all sets when available.</p>
 
Something I noticed:
ohkos several prominent walls in RU after a boost and a layer of hazards, including: tangrowth, steelix, quagsire, ferroseed
Quag has Unaware, and I think it takes somewhere in the ballpark of 40ish% from a LO-Boosted X-Scissor. No real objections elsewhere.
 

jake

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bulbapedia said:
source

Mold Breaker nullifies the following abilities (even if they would end up boosting the power of the Mold Breaker Pokémon's move): Battle Armor, Clear Body, Damp, Dry Skin, Filter, Flash Fire, Flower Gift, Heatproof, Hyper Cutter, Immunity, Inner Focus, Insomnia, Keen Eye, Leaf Guard, Levitate, Lightningrod, Limber, Magma Armor, Marvel Scale, Motor Drive, Oblivious, Own Tempo, Sand Veil, Shell Armor, Shield Dust, Simple, Snow Cloak, Solid Rock, Soundproof, Sticky Hold, Storm Drain, Sturdy, Suction Cups, Tangled Feet, Thick Fat, Unaware, Vital Spirit, Volt Absorb, Water Absorb, Water Veil, White Smoke, and Wonder Guard.
I honestly haven't fought a Quagsire with Pinsir yet but I'm pretty sure Mold Breaker should cut through it. I'll remove that mention, though, because I just went through and calc'd and it should do only 74-87%. Thanks for pointing that out, haha.
 

Honko

he of many honks
is a Site Content Manager Alumnusis a Programmer Alumnusis a Top Contributor Alumnus
Jolly should be the first option on every set; beating base 80s and Modest base 90s is a pretty big deal.

Stone Edge should be a main option on SD so you don't get horribly walled by things like Moltres, Altaria, and......Drifblim. Slash Earthquake behind Close Combat instead. Mold Breaker EQ is cool, but Rotom definitely can't take a +2 Stone Edge (or X-Scissor for Rotom-C) anyway. The only thing SD really wants EQ for is Weezing, which isn't very common at all.

Change the name of the Offensive Lead set to something like Physical Attacker, and slash Life Orb in front of Focus Sash. It doesn't have to be used as a lead, and indeed shouldn't if you see a bad matchup. But since you'll want to lead with it when possible, Hyper Cutter is actually worth something on this set so you can 2HKO lead Qwilfish by ignoring Intimidate.

And yes, Mold Breaker ignores Unaware.
 

Upstart

Copy Cat
I personally prefer eq to come before close combat as mold breaker is pretty sweet. But the base power is a concern so I understand why you have it the way you do.

QC APPROVED 1/3
 

jake

underdog of the year
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Top Dedicated Tournament Host Alumnusis a Battle Simulator Moderator Alumnusis a Past SPL Champion
Thanks for the QC checks, guys. :)

Pinsir is now written. Hopefully I did better this time around!
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
Add
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[Overview]

<p>Ever since the GSC days, Pinsir has struggled to find a niche that Heracross didn't already fill differentiate itself from Heracross. (Preferential) Heracross has everything that Pinsir would could ever dream of: Megahorn, Guts, STAB Close Combat, better overall bulk, no Stealth Rock weakness... It's certainly no wonder that Pinsir had always fallen under been stuck in Heracross's shadow. However, with the introduction of the RU tier in BW, Pinsir has finally stumbled upon a Heracross-free environment in which it can flaunt its strengths: the RU tier. Between a destructive base 125 Attack stat and solid coverage, Pinsir has the ability to OHKO several prominent physical walls, including Tangrowth, Steelix, and Ferroseed. Apart from Gligar, there are very few Pokemon in RU that can withstand multiple hits from Pinsir.</p>

<p>However, not all is smooth sailing for Pinsir. While it packs immense power, Pinsir's middling speed Speed and mediocre defenses leave it prone to revenge kills by from the likes of Moltres and Entei. Pinsir also is stunted by every form of status, making it that much harder for it to find a moment to set up, let alone switch in. Perhaps the most prominent weakness of all, (< Remove comma) is Pinsir's susceptibility to all entry hazards, (< Comma) which can quickly leads to an untimely ending. This by no means should prevent you from using Pinsir, though; given the right opportunity, Pinsir possesses the ability to ravage entire teams.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: X-Scissor
move 3: Close Combat / Earthquake
move 4: Stone Edge
item: Life Orb / Lum Berry
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>This set utilizes Pinsir's huge Attack stat in combination with Swords Dance to become an incredibly versatile wallbreaker—after the boost, its Attack reaches a massive 698. Coupled with Pinsir's superb coverage, it can 2HKO every Pokemon in RU save Gligar. X-Scissor is Pinsir's primary attack, and is capable of shredding through nearly every Pokemon without a resistance that does not resist it. Close Combat is the best option Pinsir has against Rock- and Steel-types, although Earthquake is also viable. The main draw for of Earthquake is that Mold Breaker allows it to bypass Levitate, (< Remove comma) scoring and score a super effective hit on Rotom. Earthquake is also Pinsir's most reliable option against bulky Ghost-types, namely Cofagrigus and Dusknoir. Lastly, Stone Edge covers the Flying-types that would otherwise wall Pinsir entirely, such as Moltres.</p>

[ADDITIONAL COMMENTS]

<p>252 Attack EVs maximizes Pinsir's offensive prowess, while 216 Speed EVs allow Pinsir to outpace base 80 Speed Pokemon, such as Kabutops and Gallade, as well as Modest Moltres. The choice of ability is entirely dependent upon which coverage move you've selected: Close Combat works best with Hyper Cutter, (< Comma) which effectively negates Intimidate, whereas Earthquake is useful with Mold Breaker to negate Levitate Mold Breaker allows Pinsir's Earthquake to bypass Levitate. Earthquake is also usable with Hyper Cutter, as it ignores Qwilfish's Intimidate and allows Pinsir to OHKO Qwilfish with some prior damage.</p>

<p>Although Pinsir has the power to smash through most defenses in RU defensive Pokemon, its average Speed significantly impairs its effectiveness. Speedy Fire-, Flying-, and Rock-type attackers can all threaten to OHKO Pinsir thanks to because of its mediocre defenses. Flying-types such as Moltres are particularly efficient good at dealing with Pinsir, as they can switch into three of Pinsir's four moves with relatively little risk. Thunder Wave support is fantastic for Pinsir, giving and can give it the opportunity to deal with Pokemon that would otherwise outspeed and KO it. Slowking and Lanturn are both fantastic partners in this regard; not only do they spread paralysis well, but they can force Moltres to switch out. Likewise, a partner to teammate that can set up Stealth Rock, such as Omastar, will greatly ease Pinsir's issue with Fire- and Flying-types.</p>

[SET]
name: Physical Attacker
move 1: X-Scissor
move 2: Stone Edge
move 3: Earthquake / Close Combat
move 4: Stealth Rock
item: Life Orb / Focus Sash
ability: Hyper Cutter
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>One of Pinsir's lesser-known qualities is its access ability to set up Stealth Rock. Pinsir is one of the few Pokemon who can reliably set up Stealth Rock as well as maintain a constant offensive presence. Often, the opponent will presume assume that Pinsir will be is either the Swords Dance set or equipped with a Choice item set, and you Pinsir can use the switches forced to easily set up Stealth Rock. X-Scissor functions as is Pinsir's most reliable STAB move, netting 2HKOs on physically defensive Uxie and Tangrowth. Stone Edge covers Pinsir against Flying-types that would otherwise resist the entirety of its moveset. On this set, Earthquake is actually used with Hyper Cutter and preferred over Close Combat for one reason—this allows it to ignore Intimidate from opposing Qwilfish and 2HKO with Earthquake.</p>

[ADDITIONAL COMMENTS]

<p>This set functions best as either a lead or a mid-game utility Pokemon, and the item choice should reflect that. Focus Sash on a lead Pinsir also enables it to worry less about Pokemon such as Moltres; it can now take a Fire Blast thanks to Focus Sash and retaliate with Stone Edge. Life Orb should be used on a Pinsir that is not intended to be in the lead slot. The EVs are standard fare otherwise: maximum Attack investment is a necessity, and the Speed investment and nature allow Pinsir to outrun positive nature base 80 Speed Pokemon. Bulky Ghost-types such as Dusknoir and Cofagrigus wall everything that Pinsir can do, but Pinsir can also put set up Stealth Rock on their switch-in switch in. Moltres and other Flying-types will also scare it out, (< Comma) but if Pinsir's Focus Sash isn't yet broken is still intact, (< Remove comma) it can take a hit and go for a KO with Stone Edge. Although most teams appreciate Stealth Rock, this Pinsir variant of Pinsir works best on bulky or purely offensive teams. Good partners include Fighting-types, who will be greatly relieved of Uxie when Pinsir is around, and Fire-type Pokemon such as Moltres or Entei who are willing to eat take a Will-O-Wisp for Pinsir.</p>

[SET]
name: Choice
move 1: X-Scissor
move 2: Close Combat
move 3: Earthquake
move 4: Stone Edge
item: Choice Scarf / Choice Band
ability: Mold Breaker
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Pinsir's superb Attack and average Speed stats are a perfect mold for the classic Choice attacker. The selection of item is entirely up to you—Pinsir can either outspeed its usual checks, such as Moltres, or Pinsir can hit incredibly hard without wasting a turn to set up from the get-go/off the bat. (Pick one) X-Scissor is once again Pinsir's primary STAB move; even unboosted, X-Scissor has a chance to 2HKO physically bulky Tangrowth and Uxie. Close Combat and Earthquake give Pinsir coverage against Rock- and Steel-type Pokemon, and Pinsir can actually has the space to use both moves on this set because it has no need to use moves such as is not using Swords Dance. Stone Edge catches the Flying-type Pokemon that would otherwise have no trouble switching in on Pinsir and forcing it Pinsir out.</p>

[ADDITIONAL COMMENTS]

<p>Since As Pinsir is locked into a single move, it will likely be switching in and out frequently throughout the match. This, coupled with the fact that Pinsir is weak to every kind of entry hazard, means that Choiced Pinsir absolutely requires Rapid Spin support. Several other options can be utilized used on this set instead of either Close Combat or Earthquake, including Quick Attack, Toxic, and Knock Off. Quick Attack is only viable on a Choice Band set, picking where it can be used to pick off weakened targets. Using Quick Attack does mean that you Pinsir must drop forgo Close Combat, (< Comma) since as the two are illegal together, . (< Period) and even then It should be noted that Quick Attack is mediocre quite weak—it fails to KO Sharpedo at a little over half health, even with a Choice Band equipped. Knock Off is particularly useful if you have other team members that struggle your team struggles with Gligar, as removing Eviolite will definitely make dealing with Gligar significantly much easier. Lastly, (< Comma) Toxic can also be used, catching and will come as a nasty shock to common switch-ins such as Dusknoir, Gligar, and Cofagrigus.</p>

<p>Choiced Pinsir is significantly somewhat easier to handle than other sets such as Swords Dance because Pinsir cannot rely on its fantastic coverage, due to the fact that it's is locked into one move. restricted to a single move at any one time; Bulky Ghost-types such as Cofagrigus, for example, have little to worry about when switching in and burning Pinsir with Will-O-Wisp. Gligar also takes very little from any of Pinsir's moves, though it has to must be wary of Knock Off. Flying-types are much less of an issue for Choice Scarf Pinsir, (< Comma) as it can outpace them and do deal hefty damage with Stone Edge, though Choice Band maintains the usual struggles. Hazard support is fantastic for Pinsir and can often mean the difference between a KO and the opponent slightly living through Pinsir's attempted revenge kill. Omastar makes for an excellent partner, as it can setting up hazards and resisting resists both Fire- and Flying-type moves for Pinsir.</p>

[Other Options]

<p>Pinsir has access to the move Bulk Up; it's an unappealing option, however, since as Pinsir has terrible Special Defense and low HP, it's an unappealing option especially when compared to Swords Dance. Faint Attack is the strongest move Pinsir has that will hit Ghost-types super effectively, although it's still pathetically fairly weak and will barely dents Dusknoir and Cofagrigus. Knock Off and Toxic are options on any of its Pinsir's sets, allowing Pinsir to catch its common checks and counters off-guard. However, they're very difficult to fit into those sets because Pinsir's coverage is generally far more important. Endure and Flail sound great on paper, but are lackluster in practice due to the prevalence of entry hazards and priority in RU.</p>

[Checks and Counters]

<p>Gligar can easily handle anything Pinsir will can throw at it and poison it Pinsir in return with Toxic, then simply Roost off the any damage it takes. Bulky Ghost-types like such as Cofagrigus and Dusknoir can handle even a +2 Stone Edge and burn Pinsir, rendering it utterly useless. ; In general, Pinsir is crippled by nearly every form of status, especially burn. Faster Fire- and Flying-types, such as Typhlosion, Swellow, Scyther, Moltres, and Entei, can often threaten to OHKO Pinsir due to its mediocre defenses, though they must be wary when switching in of Stone Edge. Stealth Rock and other entry hazards are perhaps the best method of keeping Pinsir in check, as they wear it down incredibly quickly.</p>

[Dream World]

<p>Currently unreleased, Moxie is an excellent ability and would be is worthy of consideration on nearly every set Pinsir utilizes can run. Unless Mold Breaker Earthquake is absolutely necessary, Moxie should be the primary option on all sets when released available.</p>
This is really well written, hardly any errors. Well done Zebraiken :)

Proofreading...

Proofread and Finalized.
 

November Blue

A universe where hot chips don't exist :(
is a Contributor Alumnus
Sorry Zeb, you're going to have to do it again. It's not done until I finalize it. (Which I just did)
 
Deletions
Additions / Corrections
Comments


[Overview]

<p>Ever since the GSC days, Pinsir has struggled to differentiate itself from Heracross, which Heracross has everything that Pinsir could ever dream of: Megahorn, Guts, STAB Close Combat, better overall bulk, no Stealth Rock weakness ... (really just nitpicking here - when you use an ellipse, put spaces before and after it) It's certainly no wonder that Pinsir has always been stuck in Heracross's shadow. However, Pinsir has finally stumbled upon a Heracross-free environment in which it can flaunt its strengths: the RU tier. Between a destructive base 125 Attack stat and solid coverage, Pinsir it (you tend to use ''Pinsir'' in many places where ''it'' would suffice) has the ability to OHKO several prominent physical walls, including Tangrowth, Steelix, and Ferroseed. Apart from Gligar, there are very few Pokemon in RU that can withstand multiple hits from Pinsir.</p>

<p>However, not all is smooth sailing for Pinsir. While it packs immense power, Pinsir's middling Speed and mediocre defenses leave it prone to revenge kills from the likes of Moltres and Entei. Pinsir also is stunted by every form of status, making it that much harder for it to find a moment to set up, let alone switch in. Perhaps the most prominent weakness of all is Pinsir's asusceptibility to all entry hazards, which can quickly lead to an untimely ending. This by no means should prevent you from using Pinsir, though; given the right opportunity, Pinsir it possesses the ability to ravage entire teams.</p>

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: X-Scissor
move 3: Close Combat / Earthquake
move 4: Stone Edge
item: Life Orb / Lum Berry
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>This set utilizes Pinsir's huge Attack stat in combination with Swords Dance to become an incredibly versatile wallbreaker—after the boost, its Attack reaches a massive 698. Coupled with Pinsir's superb coverage, it can 2HKO every Pokemon in RU save Gligar. X-Scissor is Pinsir's primary attack, and is capable of shredding through nearly every Pokemon that does not resist it. Close Combat is the best option Pinsir has against Rock- and Steel-types, although Earthquake is also viable. The main draw of Earthquake is that Mold Breaker allows it to bypass Levitate and score a super effective hit on Rotom; it Earthquake is also Pinsir's most reliable option against bulky Ghost-types, namely such as Cofagrigus and Dusknoir. Lastly, Stone Edge covers the Flying-types that would otherwise wall Pinsir entirely, such as Moltres.</p>

[ADDITIONAL COMMENTS]

<p>252 Attack EVs maximize Pinsir's offensive prowess, while 216 Speed EVs allow Pinsir to outpace base 80 Speed Pokemon, such as Kabutops and Gallade, as well as Modest Moltres. The choice of ability is entirely dependent upon which coverage move you've selected: Close Combat works best with Hyper Cutter, which negates Intimidate, whereas Mold Breaker allows Pinsir's Earthquake to bypass Levitate. Earthquake is also usable with Hyper Cutter, as it whichignores Qwilfish's Intimidate and allows Pinsir to OHKO Qwilfish with some prior damage.</p>

<p>Although Pinsir has the power to smash through most defensive Pokemon, its average Speed impairs its effectiveness. Speedy Fire-, Flying-, and Rock-type attackers can all threaten to OHKO Pinsir because of its mediocre defenses. Flying-types such as Moltres are particularly efficient when dealing with Pinsir, as they can switch into three of Pinsir's four moves with relatively little risk. Thunder Wave support is fantastic highly useful (you use the exact same adjective when describing Pinsir's teammates in the next teammates) for Pinsir, and as it can give it the opportunity to deal with Pokemon that would otherwise outspeed and KO it. Slowking and Lanturn are both fantastic partners in this regard; not only do they spread paralysis well, but they can also force Moltres to switch out. Likewise, a teammate that can set up Stealth Rock, such as Omastar, will greatly ease Pinsir's issue with Fire- and Flying-types.</p>

[SET]
name: Physical Attacker
move 1: X-Scissor
move 2: Stone Edge
move 3: Earthquake / Close Combat
move 4: Stealth Rock
item: Life Orb / Focus Sash
ability: Hyper Cutter
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]

<p>One of Pinsir's lesser-known qualities is its ability to set up Stealth Rock; it Pinsir is one of the few Pokemon in the RU tier that (you use ''that'' when referring to Pokemon everywhere else, so stick to it. Also, you only use ''who'' when you refer to Pokemon as ''he'' or ''she'') who can reliably set up Stealth Rock as well as maintain a constant offensive presence. Often, the opponent will assume that Pinsir is running either the Swords Dance or a Choice item set, and Pinsir it can thus use the switches forced to easily set up Stealth Rock. X-Scissor is Pinsir's most reliable STAB move, netting 2HKOs on physically defensive Uxie and Tangrowth. Stone Edge covers Pinsir against the Flying-types that would otherwise resist the entirety of its moveset. On this set, Earthquake is actually used with Hyper Cutter and preferred over Close Combat for one reason—this it allows Pinsir it to ignore Intimidate from opposing Qwilfish and 2HKO with Earthquake.</p>

[ADDITIONAL COMMENTS]

<p>This set functions best as either a lead or mid-game utility Pokemon, and the item choice should reflect that: (semi-colon) Focus Sash on a lead Pinsir also enables it to worry less about Pokemon such as Moltres, as it can now take a Fire Blast thanks to Focus Sash and retaliate with Stone Edge, while Life Orb should be used on a Pinsir that is not intended to be in the lead slot. The EVs are standard fare otherwise: maximum Attack investment is a necessity, and the Speed investment and nature allow Pinsir to outrun positive-natured base 80s Speed Pokemon. Bulky Ghost-types such as Dusknoir and Cofagrigus wall everything that Pinsir can do cold, but Pinsir it can also set up Stealth Rock on as they switch in. Moltres and other Flying-types will also scare it out, but if Pinsir's Focus Sash is still intact, it can take a hit and go for a KO with Stone Edge. Although most teams appreciate Stealth Rock, this Pinsir variant works best on bulky or purely offensive teams. Good partners include Fighting-types, who that will be relieved of Uxie when Pinsir is around, and Fire-type Pokemon such as Moltres or Entei who that are willing to take a Will-O-Wisp for Pinsir.</p>

[SET]
name: Choice
move 1: X-Scissor
move 2: Close Combat
move 3: Earthquake
move 4: Stone Edge
item: Choice Scarf / Choice Band
ability: Mold Breaker
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Pinsir's superb Attack and average Speed stats are a perfect mold for the classic Choice attacker. The selection of item is entirely up to you—Pinsir can either outspeed its usual checks, such as Moltres, or hit incredibly hard off the bat. X-Scissor is Pinsir's primary STAB move; even when unboosted, X-Scissor has a chance to 2HKO physically bulky Tangrowth and Uxie. Close Combat and Earthquake give Pinsir coverage against Rock- and Steel-type Pokemon, and Pinsir actually has the space to use both moves on this set because it is not using Swords Dance. Stone Edge catches the Flying-type Pokemon that would otherwise have no trouble switching in and forcing Pinsir out.</p>

[ADDITIONAL COMMENTS]

<p>As Pinsir is locked into a single move, it will likely be switching in and out frequently throughout the match. This, coupled with the fact that Pinsir is weak to every kind of entry hazard, means that Choiced Pinsir absolutely requires Rapid Spin support is a necessity. Several other options can be used on this set, including Quick Attack, Toxic, and Knock Off. Quick Attack is only viable on a Choice Band set, where it can be used to pick off weakened targets. Using Quick Attack does mean that Pinsir must forgo Close Combat as the two are illegal together. It should be noted that Quick Attack is quite weak—it fails to KO Sharpedo at a little over half health, even with a Choice Band equipped. Knock Off is particularly useful if your team struggles with Gligar, as removing Eviolite will make dealing with Gligar much easier. Lastly, Toxic can also be used, and as it will come as a nasty shock to common switch-ins such as Dusknoir, Gligar, and Cofagrigus.</p>

<p>Choice sets are Pinsir is somewhat easier to handle than other sets because Pinsir cannot rely on its fantastic coverage, due to the fact that it is restricted to a single move at any one time (this is stating the obvious); bulky Ghost-types such as Cofagrigus, for example, have little to worry about when switching in and burning Pinsir with Will-O-Wisp. Gligar takes very little from any of Pinsir's moves, though it must be wary of Knock Off. Flying-types are less of an issue for Choice Scarf Pinsir, as it can outpace them and deal hefty damage with Stone Edge, though Choice Band sets maintains the usual struggle as always. Hazard support is fantastic for Pinsir and can often mean the difference between a KO and the opponent living through Pinsir's attempted revenge kill. Omastar makes for an excellent partner, as it can set up hazards and resists both Fire- and Flying-type moves.</p>

[Other Options]

<p>Pinsir has access to the move Bulk Up; it's an unappealing option, however, as Pinsir has terrible Special Defense and low HP. Faint Attack is the strongest move Pinsir has that will hit Ghost-types super effectively, although it's still fairly weak and will barely dent Dusknoir and Cofagrigus. Knock Off and Toxic are options on any of Pinsir's sets, allowing Pinsir to catch its common checks and counters off-guard. However, they're very difficult to fit onto those sets because Pinsir's coverage is far more important. Endure and Flail sound great on paper, but are lackluster in practice due to the prevalence of entry hazards and priority in RU.</p>

[Checks and Counters]

<p>Gligar can easily handle anything Pinsir can throw at it and poison Pinsir in return with Toxic, then simply Roost off the damage stall it out with Toxic and Roost. Bulky Ghost-types such as Cofagrigus and Dusknoir can handle even a +2 Stone Edge and burn Pinsir, rendering it utterly useless; Pinsir is crippled by nearly every form of status, especially burn. Faster Fire- and Flying-types, such as Typhlosion, Swellow, Scyther, Moltres, and Entei, can OHKO Pinsir due to its mediocre defenses, though they must be wary of Stone Edge. Stealth Rock and other entry hazards are perhaps the best method of keeping Pinsir in check, as they wear it down incredibly quickly.</p>

[Dream World]

<p>Currently unreleased, Moxie is an excellent ability and is worthy of consideration on nearly every set Pinsir can run. Unless Mold Breaker Earthquake is absolutely necessary, Moxie should be the primary option on all sets when available.</p>


Good job.



GP 2 / 2
 

jake

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Thanks for the check. I'll keep in mind how to use ellipses and the like in future analyses.

This is done. :)
 

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