Pokémon Pinsir

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This. I use Storm Throw as well, it's pretty good.

Another option is Superpower, but I prefer Storm Throw.
Hell yeah it is, and if people are complaining about the Speed, give it revenge (I'm not even kidding, in OU 105 is outsped pretty easy)

And if you're afraid of Aegislash, well let me tell you this, every team should be prepared for Talonflame, Azumarill, and Aegislash, if Pinsir is not a counter for any of them, then have another pokemon, and if you still don't want, just give it Earthquake for Aegislash, and Return of Azumarill, Talonflame just give someone rock move
 
No, nobody predicts with 100% certainty, but then nobody hits with Stone Edge 100% of the time, and people still use it. And what it means is that while Close Combat Pinsir loses to Mega Mawile, Earthquake Pinsir CAN beat it with prediction (or luck if you're lazy).
+2 close combat can ohko mega Mawile, guaranteed with spikes. You don't always lose.
 

TROP

BAN DRUDDIGON. FIREWALL DRAGON DID NOTHING WRONG
is a Tiering Contributor Alumnus
+2 close combat can ohko mega Mawile guaranteed with spikes. You don't always lose.
Earthquake is better against Mega Mawile because it is neutral to fight.
+2 252 Atk Pinsir Earthquake vs. 252 HP / 252+ Def Mawile: 306-362 (100.65 - 119.07%) -- guaranteed OHKO
+2 252 Atk Pinsir Close Combat vs. 252 HP / 252+ Def Mawile: 184-217 (60.52 - 71.38%) -- guaranteed 2HKO
+2 252 Atk Pinsir Close Combat vs. 252 HP / 0 Def Mawile: 246-290 (80.92 - 95.39%) -- guaranteed 2HKO more realistic cc vs mega mawile.
+2 252 Atk Pinsir Earthquake vs. 252 HP / 0 Def Mawile: 410-484 (134.86 - 159.21%) -- guaranteed OHKO same for eq.

I thought everyone knew EQ was a better option for Mega Pinsir after seeing how common Aegislash and Heatran are atm. Realistically you are only missing on Bronzor, Skarmory, and Rotom-W but you are not beating 2 of those 3 anyway so failing to hit them slightly harder is not a big deal.
 
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Earthquake is better against Mega Mawile because it is neutral to fight.
+2 252 Atk Pinsir Earthquake vs. 252 HP / 252+ Def Mawile: 306-362 (100.65 - 119.07%) -- guaranteed OHKO
+2 252 Atk Pinsir Close Combat vs. 252 HP / 252+ Def Mawile: 184-217 (60.52 - 71.38%) -- guaranteed 2HKO
+2 252 Atk Pinsir Close Combat vs. 252 HP / 0 Def Mawile: 246-290 (80.92 - 95.39%) -- guaranteed 2HKO more realistic cc vs mega mawile.
+2 252 Atk Pinsir Earthquake vs. 252 HP / 0 Def Mawile: 410-484 (134.86 - 159.21%) -- guaranteed OHKO same for eq.

I thought everyone knew EQ was a better option for Mega Pinsir after seeing how common Aegislash and Heatran are atm. Realistically you are only missing on Bronzor, Skarmory, and Rotom-W but you are not beating 2 of those 3 anyway so failing to hit them slightly harder is not a big deal.
Obviously EQ > CC against Mawile. You don't need calcs to show me that a super effective move hits harder than a neutral move.

The plan isn't to beat them but finish them off after incidental damage. Generally, if someone sees Pinsir they're not gonna let Rotom get very low, and you need a physically defensive Rotom to be at just over 60% to kill it with a +2 return. You only need it at 75% for a +2 close combat.

Could I see those calcs?
+2 252+ Atk (custom) Close Combat vs. 252 HP / 0 Def Mawile: 540-636 (177.63 - 209.21%) -- guaranteed OHKO

I adjusted the base defense from 85 (regular) to 125 (mega). Cut the damage in half to account for fairy type making it neutral.
 
I'm really confused now, whitch is the best naute? Jolly or adament?
Jolly, by far. If you don't go Jolly then anything around the 100 base speed tier will outspeed you if they choose a positive speed nature. Mega-Pinsir really doesn't like taking hits it doesn't need to. You could potentially baton pass a speed boost from something, or use Sticky Web, but there are so many better pokes for doing that with, and several Mega-Evos. Pinsir may not have outstanding speed, but he has just enough to make it worthwhile investing.
 
Spent about half a day exploring OU beta (I've been playing LC) for fun, and I decided to try out Mega Pinsir. Wow, this thing absolutely wrecks with a simple Return / Quick Attack / Earthquake / Swords Dance. Not may teams are prepared for it. You don't even need to set up that often, Return just hits like a truck.

I would show a replay of it in action, but the system is down. I'll C&P the log instead and replace it with the replay when they become available again. It's against a really good player too:
Random Match-up joined.
hipstagram joined.
Format:
OU (beta)
Rated battle

Sleep Clause Mod: Limit one foe put to sleep
Species Clause: Limit one of each Pokemon
OHKO Clause: OHKO moves are banned
Moody Clause: Moody is banned
Evasion Moves Clause: Evasion moves are banned
HP Percentage Mod: HP is reported as percentages
hipstagram's team:Slowbro / Tentacruel / Pinsir / Ferrothorn / Magnezone / Hydreigon
Random Match-up's team:Florges / Gliscor / Rotom-Heat / Gyarados / Ferrothorn / Lucario
Battle between Random Match-up and hipstagram started!

Random Match-up sent out Rotom-Heat!

Go! Hydreigon!
Turn 1

Random Match-up withdrew Rotom-Heat!

Random Match-up sent out Florges!

Hydreigon used Dark Pulse!
It's not very effective... The opposing Florges lost 10% of its health!

The opposing Florges restored HP using its Leftovers!
Turn 2

Hydreigon, come back!

Go! Tentacruel!

The opposing Florges used Wish!

The opposing Florges restored HP using its Leftovers!
Turn 3

Tentacruel, come back!

Go! Magnezone!

Random Match-up withdrew Florges!

Random Match-up sent out Rotom-Heat!
Turn 4

Magnezone, come back!

Go! Hydreigon!

The opposing Rotom-Heat used Trick!
The opposing Rotom-Heat switched items with its target!
Hydreigon obtained one Choice Scarf.
The opposing Rotom-Heat obtained one Choice Scarf.
Turn 5

Random Match-up withdrew Rotom-Heat!

Random Match-up sent out Florges!

Hydreigon used U-turn!
It's not very effective... The opposing Florges lost 10% of its health!

Hydreigon went back to hipstagram!

Go! Pinsir!

The opposing Florges restored HP using its Leftovers!
Turn 6

Random Match-up withdrew Florges!

Random Match-up sent out Rotom-Heat!
Pinsir has Mega Evolved into Mega Pinsir!

Pinsir used Return!
It's not very effective... The opposing Rotom-Heat lost 48% of its health!
Turn 7

Pinsir, come back!

Go! Hydreigon!

The opposing Rotom-Heat used Volt Switch!
It's not very effective... Hydreigon lost 18.5% of its health!

The opposing Rotom-Heat went back to Random Match-up!

Random Match-up sent out Florges!

The opposing Florges restored HP using its Leftovers!
Turn 8

Hydreigon used U-turn!
It's not very effective... The opposing Florges lost 9% of its health!

Hydreigon went back to hipstagram!

Go! Magnezone!

The opposing Florges used Wish!

The opposing Florges restored HP using its Leftovers!
Turn 9

Random Match-up withdrew Florges!

Random Match-up sent out Rotom-Heat!

Magnezone used Volt Switch!
It's not very effective... The opposing Rotom-Heat lost 28.0% of its health!

Magnezone went back to hipstagram!

Go! Hydreigon!

Florges's wish came true!
Turn 10

Hydreigon used Draco Meteor!
The opposing Rotom-Heat lost 92% of its health!
Hydreigon's Special Attack harshly fell!

The opposing Rotom-Heat used Volt Switch!
It's not very effective... Hydreigon lost 18.5% of its health!

The opposing Rotom-Heat went back to Random Match-up!

Random Match-up sent out Lucario!
Turn 11

Hydreigon, come back!

Go! Slowbro!
Lucario has Mega Evolved into Mega Lucario!

The opposing Lucario used Close Combat!
It's not very effective... Slowbro lost 27.2% of its health!
The opposing Lucario's Defense fell!
The opposing Lucario's Special Defense fell!

Slowbro restored HP using its Leftovers!
Turn 12

Random Match-up withdrew Lucario!

Random Match-up sent out Florges!

Slowbro used Thunder Wave!
The opposing Florges is paralyzed! It may be unable to move!

Slowbro restored HP using its Leftovers!
The opposing Florges restored HP using its Leftovers!
Turn 13

Slowbro, come back!

Go! Tentacruel!

The opposing Florges is paralyzed! It can't move!
Turn 14

Random Match-up withdrew Florges!

Random Match-up sent out Gyarados!
The opposing Gyarados intimidates Tentacruel!
Tentacruel's Attack fell!

Tentacruel used Sludge Wave!
A critical hit! The opposing Gyarados lost 41% of its health!

The opposing Gyarados restored HP using its Leftovers!
Turn 15

Tentacruel, come back!

Go! Ferrothorn!

The opposing Gyarados used Substitute!
The opposing Gyarados put in a substitute!
The opposing Gyarados lost 25% of its health!

The opposing Gyarados restored HP using its Leftovers!
Turn 16

The opposing Gyarados used Earthquake!
Ferrothorn lost 22.2% of its health!

Ferrothorn used Power Whip!
The opposing Gyarados avoided the attack!

The opposing Gyarados restored HP using its Leftovers!
Ferrothorn restored HP using its Leftovers!
Turn 17

The opposing Gyarados used Earthquake!
Ferrothorn lost 20.5% of its health!

Ferrothorn used Power Whip!
The opposing Gyarados's substitute faded!

The opposing Gyarados restored HP using its Leftovers!
Ferrothorn restored HP using its Leftovers!
Turn 18

Random Match-up withdrew Gyarados!

Random Match-up sent out Lucario!

Ferrothorn used Power Whip!
It's not very effective... The opposing Lucario lost 24% of its health!

Ferrothorn restored HP using its Leftovers!
Turn 19

Ferrothorn, come back!

Go! Slowbro!

The opposing Lucario used Swords Dance!
The opposing Lucario's Attack sharply rose!
Turn 20

The opposing Lucario used Crunch!
It's super effective! Slowbro lost 71.1% of its health!

Slowbro used Thunder Wave!
The opposing Lucario is paralyzed! It may be unable to move!

Slowbro restored HP using its Leftovers!
Turn 21

Slowbro used Scald!
The opposing Lucario lost 49% of its health!

The opposing Lucario used Close Combat!
It's not very effective... Slowbro lost 35.0% of its health!
The opposing Lucario's Defense fell!
The opposing Lucario's Special Defense fell!

Slowbro fainted!

Go! Pinsir!
Turn 22

Random Match-up withdrew Lucario!

Random Match-up sent out Ferrothorn!

Pinsir used Quick Attack!
The opposing Ferrothorn lost 23% of its health!
Pinsir is hurt by the opposing Ferrothorn's Iron Barbs!

The opposing Ferrothorn restored HP using its Leftovers!
Turn 23

Pinsir, come back!

Go! Hydreigon!

Random Match-up withdrew Ferrothorn!

Random Match-up sent out Rotom-Heat!
Turn 24

Random Match-up withdrew Rotom-Heat!

Random Match-up sent out Florges!

Hydreigon used Flash Cannon!
It's super effective! The opposing Florges lost 30% of its health!

The opposing Florges restored HP using its Leftovers!
Turn 25

Hydreigon, come back!

Go! Magnezone!

The opposing Florges is paralyzed! It can't move!

The opposing Florges restored HP using its Leftovers!
Turn 26

The opposing Florges used Protect!
The opposing Florges protected itself!

Magnezone used Flash Cannon!
The opposing Florges protected itself!

The opposing Florges restored HP using its Leftovers!
Turn 27

Magnezone used Volt Switch!
The opposing Florges lost 20% of its health!

Magnezone went back to hipstagram!

Go! Tentacruel!

The opposing Florges used Aromatherapy!
A soothing aroma wafted through the area!

The opposing Florges restored HP using its Leftovers!
Turn 28

The opposing Florges used Protect!
The opposing Florges protected itself!

Tentacruel used Scald!
The opposing Florges protected itself!

The opposing Florges restored HP using its Leftovers!
Turn 29

Tentacruel used Scald!
The opposing Florges lost 13% of its health!

The opposing Florges used Wish!

The opposing Florges restored HP using its Leftovers!
Turn 30

Random Match-up withdrew Florges!

Random Match-up sent out Gyarados!
The opposing Gyarados intimidates Tentacruel!
Tentacruel's Attack fell!

Tentacruel used Scald!
It's not very effective... The opposing Gyarados lost 11% of its health!
The opposing Gyarados was burned!

Florges's wish came true!
The opposing Gyarados restored HP using its Leftovers!
The opposing Gyarados was hurt by its burn!
Turn 31

Random Match-up withdrew Gyarados!

Random Match-up sent out Florges!

Tentacruel, come back!

Go! Magnezone!

The opposing Florges restored HP using its Leftovers!
Turn 32

The opposing Florges used Protect!
The opposing Florges protected itself!

Magnezone used Flash Cannon!
The opposing Florges protected itself!

The opposing Florges restored HP using its Leftovers!
Turn 33

The opposing Florges used Aromatherapy!
A soothing aroma wafted through the area!

Magnezone used Flash Cannon!
It's super effective! The opposing Florges lost 48% of its health!

The opposing Florges restored HP using its Leftovers!
Turn 34

Magnezone, come back!

Go! Pinsir!

The opposing Florges used Protect!
But it failed!

The opposing Florges restored HP using its Leftovers!
Turn 35

Random Match-up withdrew Florges!

Random Match-up sent out Gliscor!

Pinsir used Return!
The opposing Gliscor lost 54% of its health!

The opposing Gliscor's Toxic Orb activated!
The opposing Gliscor was badly poisoned!
Turn 36

The opposing Gliscor used Protect!
The opposing Gliscor protected itself!

Pinsir used Swords Dance!
Pinsir's Attack sharply rose!

The opposing Gliscor restored HP using its Poison Heal!
Turn 37

Random Match-up withdrew Gliscor!

Random Match-up sent out Gyarados!
The opposing Gyarados intimidates Pinsir!
Pinsir's Attack fell!

Pinsir used Return!
The opposing Gyarados lost 88% of its health!

The opposing Gyarados fainted!

Random Match-up sent out Rotom-Heat!
Turn 38

Random Match-up withdrew Rotom-Heat!

Random Match-up sent out Ferrothorn!

Pinsir used Quick Attack!
The opposing Ferrothorn lost 33% of its health!
Pinsir is hurt by the opposing Ferrothorn's Iron Barbs!

The opposing Ferrothorn restored HP using its Leftovers!
Turn 39

Pinsir used Return!
A critical hit! The opposing Ferrothorn lost 56.0% of its health!
Pinsir is hurt by the opposing Ferrothorn's Iron Barbs!

The opposing Ferrothorn fainted!
Battle timer is now ON: inactive players will automatically lose when time's up. (requested by Random Match-up)

Random Match-up sent out Gliscor!
Turn 40
You have 150 seconds to make your decision.

Pinsir used Return!
The opposing Gliscor lost 57.0% of its health!

The opposing Gliscor fainted!

Random Match-up sent out Lucario!
Turn 41
You have 150 seconds to make your decision.

The opposing Lucario used Bullet Punch!
Pinsir lost 34.7% of its health!

Pinsir used Quick Attack!
The opposing Lucario lost 27% of its health!

The opposing Lucario fainted!

Random Match-up forfeited.

hipstagram won the battle!
Ladder updating...
Random Match-up left.
Random Match-up's rating: 2249 → 2230
(-19 for losing)
hipstagram's rating: 1783 → 1845
(+62 for winning)
 
So what's the best Ability for Pinsir before the Mega-Evolution? Moxie for the attack boosts? Or Hyper Cutter/Mold Breaker as you can use them straightaway?

EDIT: What are the ideal teammates for Mega-Pinsir? I'm looking to build a team around it.
 
So what's the best Ability for Pinsir before the Mega-Evolution? Moxie for the attack boosts? Or Hyper Cutter/Mold Breaker as you can use them straightaway?

EDIT: What are the ideal teammates for Mega-Pinsir? I'm looking to build a team around it.
All three are rather situational. If you want to be ballsy, you can use mold breaker, lure Rotom-W/H into Pinsir and hit them with Earthquake for enough damage to the point they can no longer check Mega Pinsir.

Hyper Cutter is slightly less situational, but anything with intimidate probably isn''t switching into pinsir in the first place.

Moxie is also not very good, I mean you can quick attack for a KO, but it's really weak on normal pinsir. You also have no STAB, so it's better to mega evolve right away.

Magnezone is a good teammate, if only for getting rid of Skarmory ( they also have decent defensive synergy). It also deters Ferrothorn from coming in and setting up Stealth Rock. You also need a Spinner or at least a Defogger. Hazards are good because some fast pokemon (starmie, greninja, etc.) just need that little bit of prior damage to be KO'd by Quick Attack. Something that lures in and KOs Rotom-W would be nice, (ex. Facade SD Gliscor) but it's just a luxury as Rotom-W/H can fall to repeated Returns.
 
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Yeah, Skarmory is really the big full stop for Pinsir, since it takes almost nothing, probably hurts Pinsir with Rocky Helmet since they all seem to be running that nowadays, and just Roosts off the damage. Rotom-W is a pest, but it can only switch in so many times, so if you can keep finding chances to just bring Pinsir in and click Return, then flee when Rotom-W shows its face, it'll die eventually. Zapdos could also be a problem if it runs Roost but it's not as common as Skarmory or Rotom.
 
Turn 34

Magnezone, come back!

Go! Pinsir!

The opposing Florges used Protect!
But it failed!

The opposing Florges restored HP using its Leftovers!
Turn 35

Random Match-up withdrew Florges!

Random Match-up sent out Gliscor!

Pinsir used Return!
The opposing Gliscor lost 54% of its health!
That's an impressive damage output. Does your Pinsir run an Adamant or Jolly Nature?

Also, while it may be understandable that Bug/Flying isn't such a great defensive typing, it does provide an immunity and nifty x4 resistances to Fighting and Grass-type. I run Blissey with this powerhouse to cure troublesome status and take Special attacks. It has decent synergy with Pinsir as well, in that it can attract Fighting-type attacks for Mega Pinsir to switch into.
 
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I always use Jolly, 105 Speed is just too important too pass up in my opinion.

You need to tread carefully around Fighting types, as most of them have some sort of Rock move, especially since they most likely will be moving away from Fighting - Dark coverage because of Togekiss, Azumarill, etc. Honestly Gliscor is my biggest set up opportunity, you would be surprised at how many gliscors run only Earthquake. Even if it has Ice Fang, it doesn't do that much. Or, more commonly, people send Gliscor out to wall it, try to protect to get the 12% recovery and you can just SD (like in the log). You can also come in on the new Grass/Ghosts but be careful of Will-o-Wisp.
 
I always use Jolly, 105 Speed is just too important too pass up in my opinion.

You need to tread carefully around Fighting types, as most of them have some sort of Rock move, especially since they most likely will be moving away from Fighting - Dark coverage because of Togekiss, Azumarill, etc. Honestly Gliscor is my biggest set up opportunity, you would be surprised at how many gliscors run only Earthquake. Even if it has Ice Fang, it doesn't do that much. Or, more commonly, people send Gliscor out to wall it, try to protect to get the 12% recovery and you can just SD (like in the log). You can also come in on the new Grass/Ghosts but be careful of Will-o-Wisp.
I've seen Toxic be really common on Gliscor, which isn't fun for Pinsir, but Substitute can stop it cold. Running Substitute means Pinsir can't get a Swords Dance, but I've found it still makes Gliscor a great opportunity for Pinsir to do all the setup it needs to nab at least one kill, most of the time.
 
In fact, the only poke I've found that always lives a +2 eq or return is bronzong (assuming stealth rock is on the field). So, focus sash chandelure with memento, and then set up sweep.

Pretty much priority is the only thing that can hurt this thing. Or faster mons that don't get 2HKO'd by quick attack. Or stealth rock. Or talonflame. Or focus sash mons. Or other mega pinsirs. Or something that can ohko it before it sets up. And that's why they invented teammates.

Yep. Definitely Ou
Skarmory is a full stop to Pinsir, and bulky Rotom as well as Zapdos can take even a boosted hit and zap it in return. It's fast, but there are plenty of ways to outspeed it and take it out without priority while still making it past Quick Attack. Pinsir is great, but it requires support and is by no means unstoppable. If not for the Mega slot restrictions, I'd say it'd be OU for sure, but as it stands, I'm not certain. We'll have to see how Mega status impacts usage; all we can do is guess right now. But to be sure, it's an excellent Pokemon and a very worthwhile use of a Mega slot.
 
What about a SUbSwordsDance Pinsir set with Quick Attack+CC

Pinsir @Pinsirite
Jolly 4HP 252 ATK 252 SPD

Sub
SD
Quick Attack
CC

Pinsir switches into something it can take relatively easy, Sub, then swords dance, opponent switches out into something that can potentially take you out, but reality it you are standing +2 with base 155 atk with priority STAB quick attack, which not a lot of pokes can take, and if they can, +2 CC will wreak face. Thoughts?
 
What about a SUbSwordsDance Pinsir set with Quick Attack+CC

Pinsir @Pinsirite
Jolly 4HP 252 ATK 252 SPD

Sub
SD
Quick Attack
CC

Pinsir switches into something it can take relatively easy, Sub, then swords dance, opponent switches out into something that can potentially take you out, but reality it you are standing +2 with base 155 atk with priority STAB quick attack, which not a lot of pokes can take, and if they can, +2 CC will wreak face. Thoughts?
It exchanges Return, one of it's best STAB moves, for Substitute, so it won't be breaking much walls anytime soon, and will hardly be able to sweep.
 
What about a SUbSwordsDance Pinsir set with Quick Attack+CC

Pinsir @Pinsirite
Jolly 4HP 252 ATK 252 SPD

Sub
SD
Quick Attack
CC

Pinsir switches into something it can take relatively easy, Sub, then swords dance, opponent switches out into something that can potentially take you out, but reality it you are standing +2 with base 155 atk with priority STAB quick attack, which not a lot of pokes can take, and if they can, +2 CC will wreak face. Thoughts?
CC is not a good option over EQ, especially on a sweeping set where you'll notice the Def drops. +2 QA is good, but it won't sweep teams on its own; you need Return. If you want to run Sub, just drop SD and go Substitute / Return / Earthquake / Quick Attack; it's awesome.

What are things that can wall it?
Anything with decent defenses not weak to Flying or Fighting will take a hit and smash right through that Pinsir, especially if it's weakened itself already by using CC.

Remember that a neutral Return hits almost as hard as a +2 CC, doesn't drop your defenses, and gets better coverage.
 
CC is not a good option over EQ, especially on a sweeping set where you'll notice the Def drops. +2 QA is good, but it won't sweep teams on its own; you need Return. If you want to run Sub, just drop SD and go Substitute / Return / Earthquake / Quick Attack; it's awesome.


Anything with decent defenses not weak to Flying or Fighting will take a hit and smash right through that Pinsir, especially if it's weakened itself already by using CC.

Remember that a neutral Return hits almost as hard as a +2 CC, doesn't drop your defenses, and gets better coverage.
Hmm, you think Return > SD? I have run that set on Showdown and its great, I come in say a Ferro, and Sub, it cant do jack to me, I sub, SD, and then proceed to destroy things. Usually stuff gets OHKO with a +2 Quick Attack. Return is def great, but T-Tar even at +2 survives an EQ, thats why I decided to run CC. Stuff like Gliscor cant do anything to me too, and I can just SD till I can take it out with Quick Attack.
 
Hmm, you think Return > SD? I have run that set on Showdown and its great, I come in say a Ferro, and Sub, it cant do jack to me, I sub, SD, and then proceed to destroy things. Usually stuff gets OHKO with a +2 Quick Attack. Return is def great, but T-Tar even at +2 survives an EQ, thats why I decided to run CC. Stuff like Gliscor cant do anything to me too, and I can just SD till I can take it out with Quick Attack.
It depends on the set. Ferrothorn and Gliscor sometimes have no way to get past Pinsir's Subs if they don't have the right attacking moves, but in that case, they'll just flee, and if they run stuff like Gyro Ball or Ice Fang, Pinsir shouldn't stay in to mess with them. Usually I find myself better off just slinging out Returns once I get a Sub up; if Pinsir forces a switch while behind a Sub, it can often get a kill before the opponent can break the Sub and force it out, one way or another.
 
I really feel like M.Pinsir suffers from having too few moveslots. I pretty much want all these:
Swords Dance
Quick Attack
Return
Storm Throw
X-Scissor
Earthquake

I'm wondering whether he'd do well without Swords Dance. That'd let me have more coverage moves.
 
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I really feel like M.Pinsir suffers from having too few moveslots. I pretty much want all these:
Swords Dance
Quick Attack
Return
Storm Throw
X-Scissor
Earthquake
It has additional attacks it can make us of, but Storm throw and X-Scissor really aren't among them...

Between Return, Earthquake, and Quick Attack, it can wreck a whole bunch of stuff. Stone Edge lets it hit Zapdos, but it really doesn't have an option for getting past Rotom-W (aside from Mold Breaker before going Mega) or Skarmory. All Pokemon wish they could use more moves, but Pinsir is one that wouldn't really get much out of its other options and can do plenty with what it already gets.
 
Why would you ever want X-Scissor or Storm Throw?

X-Scissor does really nothing to help Pinsir. You shouldn't really be normal pinsir to use it, Skarmory can take X-Scissor for days, so can any Electric / Flying. The ONLY relevant pokemon that gets hit harder by X-Scissor is Rotom-W, who takes a heavy beating from Return anyway. Don't use X-Scissor.

Strom Throw is just a weaker Close Combat, it really has no place because Pinsir smacks anything that resists Flying with Earthquake with the exception of a few threats. With Storm Throw you miss out on Aegislash, a very big threat, in exchange of doing less than half to Skarmory...not a good trade.

Edit: Greninja'd
 
Speed Boost Scolipede with Swords Dance and Baton Pass makes a great partner for Mega Pinsir. On my mono bug team, Mega Pinsir wrecks if it gets out with even just one speed boost. Return is nothing short of sheer terrifying with a swords dance boost. I have OHKO Excadrill with a +2 return, no crit. Zapdos or Skarmory will be able to survive return no problem though, and Ferrothorn will be 2HKO giving it the opportunity to thunder wave (and tack on some damage with its passive). Quick attack serves a swift death to Breloom, Alakazam, and Gengar. +2 Quick attack will send Talonflame to bed (assuming your faster - thanks Scolipede!) though a Talonflame can prevent Pinsir from ever switching in just by being out. Pinsir isn't exactly frail, so it can safely switch in to a lot of things as long as stealth rock isn't up - but its no Scizor either. Timing is crucial with M. Pinsir, and can be the difference between an unstoppable sweep and a loss.
 
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