Pinsir

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
taken over from sparktrain

[OVERVIEW]
Mega Pinsir has an impressive base 155 Attack stat, which it can boost even further with Swords Dance, allowing it to shred past many walls after a boost and act as a fearsome late-game cleaner. Thanks to the switches Mega Pinsir can force and its surprisingly decent bulk, it can find opportunities to set up rather easily. Aerilate gives its Normal-type moves a power boost and makes them Flying-type, giving Mega Pinsir a ridiculously powerful, drawback-free move in Return to take advantage of. It also makes Quick Attack a viable option for picking off faster foes. Flying is a great offensive type in CAP, as it allows Mega Pinsir to break down many cores, including the Tomohawk + Chansey core and the Tomohawk + Cyclohm + Colossoil core. Mega Pinsir can take advantage of Pokemon that cannot do much back to it or passive Pokemon like Colossoil, Chansey, Mega Venusaur, Pyroak, specially defensive Gliscor, and Fidgit to set up a Swords Dance. Its decent coverage options in Earthquake and Close Combat complement its Flying-type STAB moves well, giving it the ability to sweep through plenty of common defensive cores in CAP.

However, Mega Pinsir has a rather crippling Stealth Rock weakness, which limits the number of times it can switch in. It is heavily threatened by paralysis, burn, faster Pokemon that can pick it off, and faster priority users, making an outright sweep rather difficult for Mega Pinsir.

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

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Pinsir's damage output even further, allowing it to break past walls or attempt a sweep late-game. With Mega Pinsir's high Attack stat and an Aerilate and STAB boost, Return hits incredibly hard with no drawbacks. Even some Pokemon that resist Flying will have trouble switching in. Quick Attack is used to revenge kill faster foes and hits decently hard with the STAB and Aerilate boost. It can also be used to clean up weakened offensive teams in tandem with Swords Dance. Earthquake provides great coverage alongside Return, hitting Electric- and Steel-types that are not immune to Ground-type moves such as Cyclohm, Krilowatt, Magnezone, Kitsunoh, and Heatran super effectively. If running Mold Breaker, Pinsir can lure bulky Rotom-W and 2HKO it after Stealth Rock damage with Earthquake. Close Combat provides stronger coverage against Tyranitar and Colossoil while retaining decent coverage against most Electric- and Steel-types. Close Combat notably allows Mega Pinsir to break past weakened Rotom-W. However, running Close Combat over Earthquake makes Mega Pinsir much more susceptible to Cyclohm, which can tank a +2 Close Combat much more easily than a +2 Earthquake and then OHKO -1 Special Defense Mega Pinsir with Discharge. Additionally, Kitsunoh can switch in and burn Mega Pinsir.

Set Details
========

252 Attack and Speed EVs allow Mega Pinsir to hit as hard and as fast as possible. A Jolly nature allows Mega Pinsir to make the best use of its base 105 Speed, outspeeding the crowded base 100 Speed tier and Speed tying with opposing Krilowatt. All three of Pinsir's abilities are situational, but each can prove to be beneficial under the right circumstances. Hyper Cutter prevents Intimidate users, such as Landorus-T, Mega Manectric, and Cawmodore, from switching in and lowering Pinsir's Attack on the turn it Mega Evolves. Mold Breaker allows Pinsir to lure and 2HKO bulky Rotom-W with Earthquake after Stealth Rock. Moxie could be used, as it allows Pinsir to get an Attack boost before Mega Evolving by KOing a foe. However, this means that Pinsir will be forced to stay in its slower base forme for an extra turn, leaving it susceptible to foes it could've otherwise outsped if it had Mega Evolved.

Usage Tips
========

Mega Pinsir can be used to wallbreak early- to mid-game, but it's generally most effective as a late-game cleaner once its checks and counters have been sufficiently weakened. For example, some prior damage on physically defensive Cyclohm ensures that Mega Pinsir can KO it with +2 Earthquake. If Mega Pinsir is brought in while its checks and counters are still healthy, it's quite likely that your opponent will switch to them. You can use this opportunity to double switch to a teammate that will have an advantage over their Zapdos, Skarmory, or Rotom-W. Alternatively, Mega Pinsir can set up Swords Dance as a check or counter switches in and heavily weaken it with a +2 Return or coverage move, allowing a teammate like Talonflame to come in and finish them off. Try not to switch Mega Pinsir directly in too much, especially if Stealth Rock is up, as its longevity isn't that great. Ideally, it should be kept healthy so that it can set up Swords Dance more easily late-game.

Team Options
========

Other offensive Flying-types, such as Talonflame, Life Orb Tomohawk, and Cawmodore, make for good teammates, as they can wear down each other's similar checks and counters so that one may eventually sweep. Tomohawk and Latias can provide Healing Wish support, giving Mega Pinsir a second shot at setting up and sweeping if it has been heavily weakened. Rapid Spin or Defog support is crucial due to Mega Pinsir's Stealth Rock weakness, as it will have trouble coming in and setting up consistently otherwise. Colossoil is especially notable as a Rapid Spin user, as it can tank attacks from the faster Electric-types that Mega Pinsir fears, such as Mega Manectric and Thundurus. However, Latias, Latios, and Kitsunoh also make for good offensive Defog users. Bulky Ground-types such as tank Garchomp, Hippowdon, and bulky Landorus-T can tank Electric-type moves for Mega Pinsir, check Talonflame, and provide useful Stealth Rock support to help weaken the opposing team. Magnezone or Magneton can be used to trap and remove Skarmory, which Mega Pinsir struggles to get past on its own.

[STRATEGY COMMENTS]
Other Options
=============

Since Mega Pinsir lures in Zapdos, a common counter, Mega Pinsir can run Stone Edge and 2HKO it at +2; however, Mega Pinsir has trouble finding a moveslot for Stone Edge. Feint could be used in place of Quick Attack to pick off heavily weakened Talonflame. The power drop makes it less than ideal, though.

Checks and Counters
===================

**Electric-types**: Electric-types such as Thundurus, Krilowatt, Zapdos, Rotom-W, and Cyclohm can serve as answers to Mega Pinsir thanks to their resistance to Flying-type moves and their ability to threaten it with their STAB moves. Thundurus resists or is immune to all of Mega Pinsir's common moves and can outspeed and OHKO it with Thunderbolt. Krilowatt can also OHKO Mega Pinsir with Thunderbolt, but it only Speed ties with Mega Pinsir and risks taking a hefty chunk from Earthquake. Physically defensive Zapdos hard walls Mega Pinsir by courtesy of its typing, heals off the damage with Roost, and threatens it back with an Electric-type STAB move. Rotom-W and Cyclohm can check Mega Pinsir if they're healthy enough, but they take a hefty chunk of damage from +2 Close Combat and +2 Earthquake, respectively.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can phaze Mega Pinsir or, in Hippowdon's case, KO it with Stone Edge. Skarmory's typing lets it wall Mega Pinsir quite easily, but Hippowdon takes considerable damage from +2 Return, so it must be healthy in order to switch in safely.

**Rock-types**: Rock-types such as Mega Diancie and Stratagem outspeed Mega Pinsir and OHKO it with their Rock-type STAB moves. Mega Diancie can't switch into Earthquake, however, and Stratagem should generally stick to revenge killing Mega Pinsir, as its frailty makes it an unreliable switch-in (even a resisted Return does over 50%). Levitate Stratagem, which boasts an immunity to Earthquake, is a bit more reliable than Technician Stratagem in this sense, but it still fears Close Combat.

**Talonflame**: Talonflame can't switch in very reliably, but it can safely revenge kill Mega Pinsir thanks to Gale Wings and its higher Speed, allowing it to strike with Brave Bird or Acrobatics before Mega Pinsir can use Quick Attack.

**Stealth Rock**: Stealth Rock cuts Pinsir's health by 25% and Mega Pinsir's health by 50%, putting a serious damper on its longevity and limiting its setup opportunities.

**Status**: Paralysis hampers Mega Pinsir's Speed, which cripples it for the rest of the match. Burns halve Mega Pinsir's Attack, which will likely prevent a sweep. Additionally, Mega Pinsir doesn't appreciate the residual damage from burn or poison.
 
Last edited:

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
So I'll write this up, but if QC wants me to reduce it to 1/3, I'll wait to write it up.

Also did I credit this sufficiently to Smogon standards?
 
Good stuff snake_rattler. I'd expand on some of the points in the overview a bit (why Flying is a nice offensive typing in CAP, examples of common mons/cores that Mega Pinsir can use as bait, etc.) to make it sound more metagame-oriented. The rest of the content looks fine to me.

QC 3/3

 
add remove comments
[OVERVIEW]
Mega Pinsir has an impressive base 155 Attack stat, which it can boost even further with Swords Dance, allowing it to shred past many walls after a boost and act as a fearsome late-game cleaner. Thanks to the switches Mega Pinsir can force and its surprisingly decent bulk, it can find opportunities to set up rather easily. Aerilate gives its Normal-type moves a power boost, (RC) as well as making them Flying-type, giving it a ridiculously powerful, drawback free drawback-free move in Return to take advantage of. It also makes Quick Attack into a viable option for picking off faster foes. Flying-type Flying is a great offensive type in CAP, breaking as it can break down many cores, including the Tomohawk and Chansey core and the Tomohawk, Cyclohm, and Colossoil core. Pinsir can take advantage of Pokemon such as Colossoil, Chansey, Mega Venusaur, Pyroak, specially defensive Gliscor, and Fidgit to set up a Swords Dance (what's the common trait of these pokemon? are all of them bulky/passive or is simply a typing advantage? it would be nice to have "can take advantage of [passive pokemon/whatever] such as.. to set up a swords dance", just to be a little more clear!!). Decent coverage options in Earthquake and Close Combat get great coverage complements well with its Flying-type STAB moves, giving it the ability to sweep through plenty of common defensive cores in CAP.

However, Mega Pinsir has a rather crippling Stealth Rock weakness, which limits the number of times it can switch in. It is heavily threatened by paralysis, burn, faster Pokemon that can pick it off, and faster priority users, making an outright sweep rather difficult for Mega Pinsir.

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

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Pinsir's obscene damage output even further, allowing it to break past walls or attempt a sweep late-game. With Mega Pinsir's large high Attack stat and a boost from both Aerilate and STAB, Return hits incredibly hard with no drawbacks. Even some Pokemon that resist Flying will have trouble switching in. Quick Attack is used to revenge kill faster foes and hits decently hard with the STAB + Aerilate boost. It can also be used to clean up weakened offensive teams in tandem with Swords Dance. Earthquake provides great coverage alongside Return, hitting Electric- and Steel-types that are not immune to Ground-type moves such as Cyclohm, Krilowatt, Magnezone, Kitsunoh, and Heatran super effectively. If running Mold Breaker, Pinsir can lure and 2HKO bulky Rotom-W after Stealth Rock damage with Earthquake. Close Combat provides stronger coverage against Tyranitar and Colossoil while retaining decent coverage against most Electric- and Steel-types. Close Combat notably allows Mega Pinsir to break past weakened Rotom-W. However, running Close Combat over Earthquake makes Mega Pinsir much more susceptible to Cyclohm, which can tank a +2 Close Combat much more easily than a +2 Earthquake, and OHKO -1 Special Defense Mega Pinsir with Discharge. Additionally, Kitsunoh can switch in and burn Mega Pinsir.

Set Details
========

252 Attack EVs and 252 Speed EVs allow Mega Pinsir to hit as hard and as fast as possible. A Jolly nature allows Mega Pinsir to make the best use of its base 105 Speed, outspeeding the crowded base 100 Speed tier and Speed tying with opposing Krilowatt. All three of Pinsir's abilities are situational, but each can prove to be beneficial under the right circumstances. Hyper Cutter prevents Intimidate users, such as Landorus-T, Mega Manectric, and Cawmodore from switching in and lowering Pinsir's Attack on the turn it Mega Evolves. Mold Breaker allows Pinsir to lure and 2HKO bulky Rotom-W with Earthquake after Stealth Rock in base form. Moxie could be used, as it allows Pinsir to get an Attack boost before Mega Evolving by KOing a foe in base form. However, this means that Pinsir will be forced to stay in its slower base forme for an extra turn, leaving it susceptible to foes it could've otherwise outsped if Mega Evolved in Mega forme.

Usage Tips
========

Mega Pinsir can be used to wallbreak early- to mid-game, but it's generally most effective as a late-game cleaner once its checks and counters have been sufficiently weakened. For example, some prior damage on physically defensive Cyclohm ensures that Mega Pinsir can KO it with +2 Earthquake. If Mega Pinsir is brought in while its checks and counters are still healthy, it's quite likely that your opponent will switch to them. You can use this opportunity to double switch to a teammate that will have an advantage over their Zapdos, Skarmory, or Rotom-W. Alternatively, Mega Pinsir can set up Swords Dance as a check or counter switches in and heavily weaken it with a +2 Return or coverage move, allowing a teammate like Talonflame to come in and finish them off. Try not to switch directly into Mega Pinsir too much, especially if Stealth Rock is up, as its longevity isn't that great. Ideally, it should be kept healthy so that it can set up Swords Dance more easily late-game.

Team Options
========

Other offensive Flying-types, such as Talonflame, Life Orb Tomohawk, and Cawmodore make for good teammates, as they can wear down each other's similar checks and counters so that one may eventually sweep. Tomohawk and Latias can provide Healing Wish support, giving Mega Pinsir a second shot at setting up and sweeping if it has been heavily weakened already. Rapid Spin or Defog support is crucial due to Mega Pinsir's Stealth Rock weakness, as it will have trouble coming in and setting up consistently otherwise. Colossoil is especially notable as a Rapid Spin user, as it can tank attacks from the faster Electric-types that Mega Pinsir fears, such as Mega Manectric and Thundurus. However, Latias, Latios, and Kitsunoh, also make for good offensive Defog users. Bulky Ground-types such as Tank Garchomp, Hippowdon, and bulky Landorus-T can tank Electric moves for Mega Pinsir, check Talonflame, and provide useful Stealth Rock support to help weaken the opposing team. Magnezone or Magneton can be used to trap and remove Skarmory, which Mega Pinsir struggles to get past on its own.

[STRATEGY COMMENTS]
Other Options
=============

Since Mega Pinsir lures in Zapdos, a common counter, Mega Pinsir can run Stone Edge and 2HKO it Zapdos at +2; (SC) however, Mega Pinsir has trouble finding a moveslot for Stone Edge. Feint could be used in place of Quick Attack to pick off heavily weakened Talonflame. The power drop makes it less than ideal, though however.

Checks and Counters
===================

**Electric-types**: Electric-types such as Thundurus, Krilowatt, Zapdos, Rotom-W, and Cyclohm can serve as answers to Mega Pinsir thanks to their resistance to Flying-type moves and their ability to threaten it with their STAB moves. Thundurus resists or is immune to all of Mega Pinsir's common moves and can outspeed and OHKO it with Thunderbolt. Krilowatt can also OHKO Mega Pinsir with Thunderbolt, but it only Speed ties with Mega Pinsir and risks taking a hefty chunk from Earthquake. Physically defensive Zapdos hard walls Mega Pinsir courtesy of its typing, heals off the damage with Roost, and threatens it back with an Electric-type STAB move. Rotom-W and Cyclohm can check Mega Pinsir if they're healthy enough, but they take a hefty chunk of damage from +2 Close Combat and +2 Earthquake, respectively.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can phaze Mega Pinsir or, (AC) in Hippowdon's case, KO it with Stone Edge. Skarmory's typing lets it wall Mega Pinsir quite easily, but Hippowdon takes considerable damage from +2 Return, so it must be healthy in order to switch in safely.

**Rock-types**: Rock-types such as Mega Diancie and Stratagem outspeed and OHKO Mega Pinsir with their Rock-type STAB moves. Mega Diancie can't switch into Earthquake, however, and Stratagem should generally stick to revenge killing Mega Pinsir it, as its frailty makes it an unreliable switch-in (even a resisted Return does over 50%). Levitate Stratagem, which boasts an immunity to Earthquake, is a bit more reliable than Technician Stratagem in this sense, but it still fears Close Combat.

**Talonflame**: Talonflame can't switch in very safely, but it can safely reliably revenge kill Mega Pinsir thanks to Gale Wings and its higher Speed, allowing it to strike with Brave Bird or Acrobatics before Mega Pinsir can use Quick Attack.

**Stealth Rock**: Stealth Rock cuts Pinsir's health by 25% and Mega Pinsir's health by 50%, putting a serious damper on its longevity and limiting limits its setup opportunities.

**Status**: Paralysis hampers Mega Pinsir's Speed, which cripples it for the rest of the match. Burns halve Mega Pinsir's Attack, which will likely prevent a sweep. Additionally, Mega Pinsir doesn't appreciate the residual damage from burn or poison.

1/2
 
Last edited:

Sobi

Banned deucer.
amcheck, implement what you want :heart:
add remove comments
[OVERVIEW]
Mega Pinsir has an impressive base 155 Attack stat, which it can boost even further with Swords Dance, allowing it to shred past many walls after a boost and act as a fearsome late-game cleaner. Thanks to the switches Mega Pinsir can force and its surprisingly decent bulk, it can find opportunities to set up rather easily. Aerilate gives its Normal-type moves a power boost as well as making makes them Flying-type, giving it Mega Pinsir a ridiculously powerful, drawback-free move in Return to take advantage of. It also makes Quick Attack a viable option for picking off faster foes. Flying is a great offensive type in CAP, as it can allows Mega Pinsir to (Comment: A type cannot break down cores.) break down many cores, including the Tomohawk and + Chansey core and the Tomohawk, Cyclohm, and + Colossoil core. Pinsir Mega Pinsir can take advantage of Pokemon that cannot do much back to Pinsir it or passive Pokemon like Colossoil, Chansey, Mega Venusaur, Pyroak, specially defensive Gliscor, and Fidgit to set up a Swords Dance. Decent Its decent coverage options in Earthquake and Close Combat coverage complements well its Flying-type STAB moves, moves well, giving it the ability to sweep through plenty of common defensive cores in CAP.

However, Mega Pinsir has a rather crippling Stealth Rock weakness, which limits the number of times it can switch in. It is heavily threatened by paralysis, burn, faster Pokemon that can pick it off, and faster priority users, making an outright sweep rather difficult for Mega Pinsir.

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

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Pinsir's obscene (Comment: yeah... that's not what obscene means.) damage output even further, allowing it to break past walls or attempt a sweep late-game. With Mega Pinsir's high Attack stat and a boost from both an Aerilate and STAB, STAB boost, Return hits incredibly hard with no drawbacks. Even some Pokemon that resist Flying will have trouble switching in. Quick Attack is used to revenge kill faster foes and hits decently hard with the STAB + and Aerilate boost. It can also be used to clean up weakened offensive teams in tandem with Swords Dance. Earthquake provides great coverage alongside Return, hitting Electric- and Steel-types that are not immune to Ground-type moves such as Cyclohm, Krilowatt, Magnezone, Kitsunoh, and Heatran super effectively. If running Mold Breaker, Pinsir can lure and 2HKO bulky Rotom-W after Stealth Rock damage with Earthquake. Close Combat provides stronger coverage against Tyranitar and Colossoil while retaining decent coverage against most Electric- and Steel-types. Close Combat notably allows Mega Pinsir to break past weakened Rotom-W. However, running Close Combat over Earthquake makes Mega Pinsir much more susceptible to Cyclohm, which can tank a +2 Close Combat much more easily than a +2 Earthquake, Earthquake [Remove Comma] and then OHKO -1 Special Defense Mega Pinsir with Discharge. Additionally, Kitsunoh can switch in and burn Mega Pinsir.

Set Details
========

252 Attack EVs and 252 Speed EVs allow Mega Pinsir to hit as hard and as fast as possible. A Jolly nature allows Mega Pinsir to make the best use of its base 105 Speed, outspeeding the crowded base 100 Speed tier and Speed tying with opposing Krilowatt. All three of Pinsir's abilities are situational, but each can prove to be beneficial under the right circumstances. Hyper Cutter prevents Intimidate users, such as Landorus-T, Mega Manectric, and Cawmodore Cawmodore, [Add Comma] from switching in and lowering Pinsir's Attack on the turn it Mega Evolves. Mold Breaker allows Pinsir to lure and 2HKO bulky Rotom-W with Earthquake after Stealth Rock Rock. [Add Period] in base form. Moxie could be used, as it allows Pinsir to get an Attack boost before Mega Evolving by KOing a foe. However, this means that Pinsir will be forced to stay in its slower base form forme for an extra turn, leaving it susceptible to foes it could've otherwise outsped if it Mega Evolved.

Usage Tips
========

Mega Pinsir can be used to wallbreak early- to mid-game, but it's generally most effective as a late-game cleaner once its checks and counters have been sufficiently weakened. For example, some prior damage on physically defensive Cyclohm ensures that Mega Pinsir can KO it with +2 Earthquake. If Mega Pinsir is brought in while its checks and counters are still healthy, it's quite likely that your opponent will switch to them. You can use this opportunity to double switch to a teammate that will have an advantage over their Zapdos, Skarmory, or Rotom-W. Alternatively, Mega Pinsir can set up Swords Dance as a check or counter switches in and heavily weaken it with a +2 Return or coverage move, allowing a teammate like Talonflame to come in and finish them off. Try not to switch directly into Mega Pinsir too much, especially if Stealth Rock is up, as its longevity isn't that great. Ideally, it should be kept healthy so that it can set up Swords Dance more easily late-game.

Team Options
========

Other offensive Flying-types, such as Talonflame, Life Orb Tomohawk, and Cawmodore make for good teammates, as they can wear down each other's similar checks and counters so that one may eventually sweep. Tomohawk and Latias can provide Healing Wish support, giving Mega Pinsir a second shot at setting up and sweeping if it has been heavily weakened. Rapid Spin or Defog support is crucial due to Mega Pinsir's Stealth Rock weakness, as it will have trouble coming in and setting up consistently otherwise. Colossoil is especially notable as a Rapid Spin user, as it can tank attacks from the faster Electric-types that Mega Pinsir fears, such as Mega Manectric and Thundurus. However, Latias, Latios, and Kitsunoh, also make for good offensive Defog users. Bulky Ground-types such as Tank tank Garchomp, Hippowdon, and bulky Landorus-T can tank Electric Electric-type moves for Mega Pinsir, check Talonflame, and provide useful Stealth Rock support to help weaken the opposing team. Magnezone or Magneton can be used to trap and remove Skarmory, which Mega Pinsir struggles to get past on its own.

[STRATEGY COMMENTS]
Other Options
=============

Since Mega Pinsir lures in Zapdos, a common counter, Mega Pinsir can run Stone Edge and 2HKO it at +2; however, Mega Pinsir has trouble finding a moveslot for Stone Edge. Feint could be used in place of Quick Attack to pick off heavily weakened Talonflame. The power drop makes it less than ideal, though.

Checks and Counters
===================

**Electric-types**: Electric-types such as Thundurus, Krilowatt, Zapdos, Rotom-W, and Cyclohm can serve as answers to Mega Pinsir thanks to their resistance to Flying-type moves and their ability to threaten it with their STAB moves. Thundurus resists or is immune to all of Mega Pinsir's common moves and can outspeed and OHKO it with Thunderbolt. Krilowatt can also OHKO Mega Pinsir with Thunderbolt, but it only Speed ties with Mega Pinsir and risks taking a hefty chunk from Earthquake. Physically defensive Zapdos hard walls Mega Pinsir by courtesy of its typing, heals off the damage with Roost, and threatens it back with an Electric-type STAB move. Rotom-W and Cyclohm can check Mega Pinsir if they're healthy enough, but they take a hefty chunk of damage from +2 Close Combat and +2 Earthquake, respectively.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can phaze Mega Pinsir or, in Hippowdon's case, KO it with Stone Edge. Skarmory's typing lets it wall Mega Pinsir quite easily, but Hippowdon takes considerable damage from +2 Return, so it must be healthy in order to switch in safely.

**Rock-types**: Rock-types such as Mega Diancie and Stratagem outspeed and OHKO Mega Pinsir with their Rock-type STAB move. moves. Mega Diancie can't switch into Earthquake, however, and Stratagem should generally stick to revenge killing Mega Pinsir, as its frailty makes it an unreliable switch-in (even a resisted Return does over 50%). Levitate Stratagem, which boasts an immunity to Earthquake, is a bit more reliable than Technician Stratagem in this sense, but it still fears Close Combat.

**Talonflame**: Talonflame can't switch in very reliably, but it can safely revenge kill Mega Pinsir thanks to Gale Wings and its higher speed, Speed, allowing it to strike with Brave Bird or Acrobatics before Mega Pinsir can use Quick Attack.

**Stealth Rock**: Stealth Rock cuts quarters Pinsir's health by 25% and halves Mega Pinsir's Pinsir's, health by 50%, putting a serious damper on its longevity and limiting its setup opportunities.

**Status**: Paralysis hampers Mega Pinsir's Speed, which cripples it for the rest of the match. Burns halve Mega Pinsir's Attack, which will likely prevent a sweep. Additionally, Mega Pinsir doesn't appreciate the residual damage from burn or poison.
good job :toast:
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Hey Sobi, just two things.

1. Is it Tomohawk + Cyclohm + Colossoil core? (Overview)
2. Stealth Rock doesn't quarter Pinsir's health; that would leave Pinsir's health at 25%! (C&C)

What do you think I should do?
 

Sobi

Banned deucer.
Hey Sobi, just two things.

1. Is it Tomohawk + Cyclohm + Colossoil core? (Overview)
2. Stealth Rock doesn't quarter Pinsir's health; that would leave Pinsir's health at 25%! (C&C)

What do you think I should do?
  1. i think so yeah
  2. i didn't realise that haha, keep the original for that part then
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Ack missed that, sorry. I blame my sickness and standardized tests I took today

Reverting back to GP 1/2
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/2
[OVERVIEW]
Mega Pinsir has an impressive base 155 Attack stat, which it can boost even further with Swords Dance, allowing it to shred past many walls after a boost and act as a fearsome late-game cleaner. Thanks to the switches Mega Pinsir can force and its surprisingly decent bulk, it can find opportunities to set up rather easily. Aerilate gives its Normal-type moves a power boost as well as makes making them Flying-type, giving Mega Pinsir a ridiculously powerful, drawback-free move in Return to take advantage of. It also makes Quick Attack a viable option for picking off faster foes. Flying is a great offensive type in CAP, as it allows Mega Pinsir to break down many cores, including the Tomohawk + Chansey core and the Tomohawk + Cyclohm + Colossoil core. Mega Pinsir can take advantage of Pokemon that cannot do much back to it or passive Pokemon like Colossoil, Chansey, Mega Venusaur, Pyroak, specially defensive Gliscor, and Fidgit to set up a Swords Dance. Its decent coverage options in Earthquake and Close Combat complements its Flying-type STAB moves well, giving it the ability to sweep through plenty of common defensive cores in CAP.

However, Mega Pinsir has a rather crippling Stealth Rock weakness, which limits the number of times it can switch in. It is heavily threatened by paralysis, burn, faster Pokemon that can pick it off, and faster priority users, making an outright sweep rather difficult for Mega Pinsir.

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

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Pinsir's damage output even further, allowing it to break past walls or attempt a sweep late-game. With Mega Pinsir's high Attack stat and an Aerilate and STAB boost, Return hits incredibly hard with no drawbacks. Even some Pokemon that resist Flying will have trouble switching in. Quick Attack is used to revenge kill faster foes and hits decently hard with the STAB and Aerilate boost. It can also be used to clean up weakened offensive teams in tandem with Swords Dance. Earthquake provides great coverage alongside Return, hitting Electric- and Steel-types that are not immune to Ground-type moves such as Cyclohm, Krilowatt, Magnezone, Kitsunoh, and Heatran super effectively. If running Mold Breaker, Pinsir can lure and 2HKO bulky Rotom-W and 2HKO it after Stealth Rock damage with Earthquake. Close Combat provides stronger coverage against Tyranitar and Colossoil while retaining decent coverage against most Electric- and Steel-types. Close Combat notably allows Mega Pinsir to break past weakened Rotom-W. However, running Close Combat over Earthquake makes Mega Pinsir much more susceptible to Cyclohm, which can tank a +2 Close Combat much more easily than a +2 Earthquake and then OHKO -1 Special Defense Mega Pinsir with Discharge. Additionally, Kitsunoh can switch in and burn Mega Pinsir.

Set Details
========

252 Attack and Speed EVs allow Mega Pinsir to hit as hard and as fast as possible. A Jolly nature allows Mega Pinsir to make the best use of its base 105 Speed, outspeeding the crowded base 100 Speed tier and Speed tying with opposing Krilowatt. All three of Pinsir's abilities are situational, but each can prove to be beneficial under the right circumstances. Hyper Cutter prevents Intimidate users, such as Landorus-T, Mega Manectric, and Cawmodore, from switching in and lowering Pinsir's Attack on the turn it Mega Evolves. Mold Breaker allows Pinsir to lure and 2HKO bulky Rotom-W and 2HKO it with Earthquake after Stealth Rock. Moxie could be used, as it allows Pinsir to get an Attack boost before Mega Evolving by KOing a foe. However, this means that Pinsir will be forced to stay in its slower base forme for an extra turn, leaving it susceptible to foes it could've otherwise outsped if it had Mega Evolved.

Usage Tips
========

Mega Pinsir can be used to wallbreak early- to mid-game, but it's generally most effective as a late-game cleaner once its checks and counters have been sufficiently weakened. For example, some prior damage on physically defensive Cyclohm ensures that Mega Pinsir can KO it with +2 Earthquake. If Mega Pinsir is brought in while its checks and counters are still healthy, it's quite likely that your opponent will switch to them. You can use this opportunity to double switch to a teammate that will have an advantage over their Zapdos, Skarmory, or Rotom-W. Alternatively, Mega Pinsir can set up Swords Dance as a check or counter switches in and heavily weaken it with a +2 Return or coverage move, allowing a teammate like Talonflame to come in and finish them off. Try not to directly switch directly into Mega Pinsir in too much, especially if Stealth Rock is up, as its longevity isn't that great. Ideally, it should be kept healthy so that it can set up Swords Dance more easily late-game.

Team Options
========

Other offensive Flying-types, such as Talonflame, Life Orb Tomohawk, and Cawmodore, (AC) make for good teammates, as they can wear down each other's similar checks and counters so that one may eventually sweep. Tomohawk and Latias can provide Healing Wish support, giving Mega Pinsir a second shot at setting up and sweeping if it has been heavily weakened. Rapid Spin or Defog support is crucial due to Mega Pinsir's Stealth Rock weakness, as it will have trouble coming in and setting up consistently otherwise. Colossoil is especially notable as a Rapid Spin user, as it can tank attacks from the faster Electric-types that Mega Pinsir fears, such as Mega Manectric and Thundurus. However, Latias, Latios, and Kitsunoh, (RC) also make for good offensive Defog users. Bulky Ground-types such as tank Garchomp, Hippowdon, and bulky Landorus-T can tank Electric-type moves for Mega Pinsir, check Talonflame, and provide useful Stealth Rock support to help weaken the opposing team. Magnezone or Magneton can be used to trap and remove Skarmory, which Mega Pinsir struggles to get past on its own.

[STRATEGY COMMENTS]
Other Options
=============

Since Mega Pinsir lures in Zapdos, a common counter, Mega Pinsir can run Stone Edge and 2HKO it at +2; however, Mega Pinsir has trouble finding a moveslot for Stone Edge. Feint could be used in place of Quick Attack to pick off heavily weakened Talonflame. The power drop makes it less than ideal, though.

Checks and Counters
===================

**Electric-types**: Electric-types such as Thundurus, Krilowatt, Zapdos, Rotom-W, and Cyclohm can serve as answers to Mega Pinsir thanks to their resistance to Flying-type moves and their ability to threaten it with their STAB moves. Thundurus resists or is immune to all of Mega Pinsir's common moves and can outspeed and OHKO it with Thunderbolt. Krilowatt can also OHKO Mega Pinsir with Thunderbolt, but it only Speed ties with Mega Pinsir and risks taking a hefty chunk from Earthquake. Physically defensive Zapdos hard walls Mega Pinsir by courtesy of its typing, heals off the damage with Roost, and threatens it back with an Electric-type STAB move. Rotom-W and Cyclohm can check Mega Pinsir if they're healthy enough, but they take a hefty chunk of damage from +2 Close Combat and +2 Earthquake, respectively.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can phaze Mega Pinsir or, in Hippowdon's case, KO it with Stone Edge. Skarmory's typing lets it wall Mega Pinsir quite easily, but Hippowdon takes considerable damage from +2 Return, so it must be healthy in order to switch in safely.

**Rock-types**: Rock-types such as Mega Diancie and Stratagem outspeed and OHKO Mega Pinsir and OHKO it with their Rock-type STAB move. Mega Diancie can't switch into Earthquake, however, and Stratagem should generally stick to revenge killing Mega Pinsir, as its frailty makes it an unreliable switch-in (even a resisted Return does over 50%). Levitate Stratagem, which boasts an immunity to Earthquake, is a bit more reliable than Technician Stratagem in this sense, but it still fears Close Combat.

**Talonflame**: Talonflame can't switch in very reliably, but it can safely revenge kill Mega Pinsir thanks to Gale Wings and its higher Speed, allowing it to strike with Brave Bird or Acrobatics before Mega Pinsir can use Quick Attack.

**Stealth Rock**: Stealth Rock cuts Pinsir's health by 25% and Mega Pinsir's health by 50%, putting a serious damper on its longevity and limiting its setup opportunities.

**Status**: Paralysis hampers Mega Pinsir's Speed, which cripples it for the rest of the match. Burns halve Mega Pinsir's Attack, which will likely prevent a sweep. Additionally, Mega Pinsir doesn't appreciate the residual damage from burn or poison.

only notes for the amcheck are
Aerilate gives its Normal-type moves a power boost as well as making makes them Flying-type
haven't looked for a source on this or anything but I'm pretty sure "as well as" doesn't have to follow the same parallelism rules as, say, "both x and y" / "either x or y", so the original was fine (better, even). I asked TDP though so we'll see, I could be wrong
but like with, say, "in addition", you definitely wouldn't say "Aerilate gives its Normal-type moves a power boost in addition to makes them Flying-type", so I feel like there's grounds for this
Physically defensive Zapdos hard walls Mega Pinsir by courtesy of its typing
the "by" isn't wrong but it's not necessary, "Zapdos hard walls Mega Pinsir courtesy of its typing" is fine on its own.

as for my "outspeed and OHKO with some move" / "lure and OHKO with some move" changes, those are incorrect because they are equivalent to (k let's just say the move is Tackle) "outspeed with Tackle and OHKO with Tackle" / "lure with Tackle and OHKO with Tackle", and you don't outspeed or lure something with Tackle. (well, you can lure things with moves (lure in a Fairy with Outrage or something / lure in a Flash Fire user with Will-O-Wisp), but it's clearly not what the OP meant here). there is some discussion on this in the Standards--not the OP but like page 5 or something. search for posts by Weebl and you should find it, it'll be him replying to one of my posts about lures
 
Last edited:

ryan

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honestly I think just changing "as well as makes them" to "and makes them" sounds better anyways
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
GP 2/2
[OVERVIEW]
Mega Pinsir has an impressive base 155 Attack stat, which it can boost even further with Swords Dance, allowing it to shred past many walls after a boost and act as a fearsome late-game cleaner. Thanks to the switches Mega Pinsir can force and its surprisingly decent bulk, it can find opportunities to set up rather easily. Aerilate gives its Normal-type moves a power boost as well as makes making them Flying-type, giving Mega Pinsir a ridiculously powerful, drawback-free move in Return to take advantage of. It also makes Quick Attack a viable option for picking off faster foes. Flying is a great offensive type in CAP, as it allows Mega Pinsir to break down many cores, including the Tomohawk + Chansey core and the Tomohawk + Cyclohm + Colossoil core. Mega Pinsir can take advantage of Pokemon that cannot do much back to it or passive Pokemon like Colossoil, Chansey, Mega Venusaur, Pyroak, specially defensive Gliscor, and Fidgit to set up a Swords Dance. Its decent coverage options in Earthquake and Close Combat complements its Flying-type STAB moves well, giving it the ability to sweep through plenty of common defensive cores in CAP.

However, Mega Pinsir has a rather crippling Stealth Rock weakness, which limits the number of times it can switch in. It is heavily threatened by paralysis, burn, faster Pokemon that can pick it off, and faster priority users, making an outright sweep rather difficult for Mega Pinsir.

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

[SET COMMENTS]
Moves
========

Swords Dance boosts Mega Pinsir's damage output even further, allowing it to break past walls or attempt a sweep late-game. With Mega Pinsir's high Attack stat and an Aerilate and STAB boost, Return hits incredibly hard with no drawbacks. Even some Pokemon that resist Flying will have trouble switching in. Quick Attack is used to revenge kill faster foes and hits decently hard with the STAB and Aerilate boost. It can also be used to clean up weakened offensive teams in tandem with Swords Dance. Earthquake provides great coverage alongside Return, hitting Electric- and Steel-types that are not immune to Ground-type moves such as Cyclohm, Krilowatt, Magnezone, Kitsunoh, and Heatran super effectively. If running Mold Breaker, Pinsir can lure and 2HKO bulky Rotom-W and 2HKO it after Stealth Rock damage with Earthquake. Close Combat provides stronger coverage against Tyranitar and Colossoil while retaining decent coverage against most Electric- and Steel-types. Close Combat notably allows Mega Pinsir to break past weakened Rotom-W. However, running Close Combat over Earthquake makes Mega Pinsir much more susceptible to Cyclohm, which can tank a +2 Close Combat much more easily than a +2 Earthquake and then OHKO -1 Special Defense Mega Pinsir with Discharge. Additionally, Kitsunoh can switch in and burn Mega Pinsir.

Set Details
========

252 Attack and Speed EVs allow Mega Pinsir to hit as hard and as fast as possible. A Jolly nature allows Mega Pinsir to make the best use of its base 105 Speed, outspeeding the crowded base 100 Speed tier and Speed tying with opposing Krilowatt. All three of Pinsir's abilities are situational, but each can prove to be beneficial under the right circumstances. Hyper Cutter prevents Intimidate users, such as Landorus-T, Mega Manectric, and Cawmodore, from switching in and lowering Pinsir's Attack on the turn it Mega Evolves. Mold Breaker allows Pinsir to lure and 2HKO bulky Rotom-W and 2HKO it with Earthquake after Stealth Rock. Moxie could be used, as it allows Pinsir to get an Attack boost before Mega Evolving by KOing a foe. However, this means that Pinsir will be forced to stay in its slower base forme for an extra turn, leaving it susceptible to foes it could've otherwise outsped if it had Mega Evolved.

Usage Tips
========

Mega Pinsir can be used to wallbreak early- to mid-game, but it's generally most effective as a late-game cleaner once its checks and counters have been sufficiently weakened. For example, some prior damage on physically defensive Cyclohm ensures that Mega Pinsir can KO it with +2 Earthquake. If Mega Pinsir is brought in while its checks and counters are still healthy, it's quite likely that your opponent will switch to them. You can use this opportunity to double switch to a teammate that will have an advantage over their Zapdos, Skarmory, or Rotom-W. Alternatively, Mega Pinsir can set up Swords Dance as a check or counter switches in and heavily weaken it with a +2 Return or coverage move, allowing a teammate like Talonflame to come in and finish them off. Try not to directly switch directly into Mega Pinsir in too much, especially if Stealth Rock is up, as its longevity isn't that great. Ideally, it should be kept healthy so that it can set up Swords Dance more easily late-game.

Team Options
========

Other offensive Flying-types, such as Talonflame, Life Orb Tomohawk, and Cawmodore, (AC) make for good teammates, as they can wear down each other's similar checks and counters so that one may eventually sweep. Tomohawk and Latias can provide Healing Wish support, giving Mega Pinsir a second shot at setting up and sweeping if it has been heavily weakened. Rapid Spin or Defog support is crucial due to Mega Pinsir's Stealth Rock weakness, as it will have trouble coming in and setting up consistently otherwise. Colossoil is especially notable as a Rapid Spin user, as it can tank attacks from the faster Electric-types that Mega Pinsir fears, such as Mega Manectric and Thundurus. However, Latias, Latios, and Kitsunoh, (RC) also make for good offensive Defog users. Bulky Ground-types such as tank Garchomp, Hippowdon, and bulky Landorus-T can tank Electric-type moves for Mega Pinsir, check Talonflame, and provide useful Stealth Rock support to help weaken the opposing team. Magnezone or Magneton can be used to trap and remove Skarmory, which Mega Pinsir struggles to get past on its own.

[STRATEGY COMMENTS]
Other Options
=============

Since Mega Pinsir lures in Zapdos, a common counter, Mega Pinsir can run Stone Edge and 2HKO it at +2; however, Mega Pinsir has trouble finding a moveslot for Stone Edge. Feint could be used in place of Quick Attack to pick off heavily weakened Talonflame. The power drop makes it less than ideal, though.

Checks and Counters
===================

**Electric-types**: Electric-types such as Thundurus, Krilowatt, Zapdos, Rotom-W, and Cyclohm can serve as answers to Mega Pinsir thanks to their resistance to Flying-type moves and their ability to threaten it with their STAB moves. Thundurus resists or is immune to all of Mega Pinsir's common moves and can outspeed and OHKO it with Thunderbolt. Krilowatt can also OHKO Mega Pinsir with Thunderbolt, but it only Speed ties with Mega Pinsir and risks taking a hefty chunk from Earthquake. Physically defensive Zapdos hard walls Mega Pinsir by courtesy of its typing, heals off the damage with Roost, and threatens it back with an Electric-type STAB move. Rotom-W and Cyclohm can check Mega Pinsir if they're healthy enough, but they take a hefty chunk of damage from +2 Close Combat and +2 Earthquake, respectively.

**Physical Walls**: Physical walls such as Skarmory and Hippowdon can phaze Mega Pinsir or, in Hippowdon's case, KO it with Stone Edge. Skarmory's typing lets it wall Mega Pinsir quite easily, but Hippowdon takes considerable damage from +2 Return, so it must be healthy in order to switch in safely.

**Rock-types**: Rock-types such as Mega Diancie and Stratagem outspeed and OHKO Mega Pinsir and OHKO it with their Rock-type STAB move. Mega Diancie can't switch into Earthquake, however, and Stratagem should generally stick to revenge killing Mega Pinsir, as its frailty makes it an unreliable switch-in (even a resisted Return does over 50%). Levitate Stratagem, which boasts an immunity to Earthquake, is a bit more reliable than Technician Stratagem in this sense, but it still fears Close Combat.

**Talonflame**: Talonflame can't switch in very reliably, but it can safely revenge kill Mega Pinsir thanks to Gale Wings and its higher Speed, allowing it to strike with Brave Bird or Acrobatics before Mega Pinsir can use Quick Attack.

**Stealth Rock**: Stealth Rock cuts Pinsir's health by 25% and Mega Pinsir's health by 50%, putting a serious damper on its longevity and limiting its setup opportunities.

**Status**: Paralysis hampers Mega Pinsir's Speed, which cripples it for the rest of the match. Burns halve Mega Pinsir's Attack, which will likely prevent a sweep. Additionally, Mega Pinsir doesn't appreciate the residual damage from burn or poison.

only notes for the amcheck are

haven't looked for a source on this or anything but I'm pretty sure "as well as" doesn't have to follow the same parallelism rules as, say, "both x and y" / "either x or y", so the original was fine (better, even). I asked TDP though so we'll see, I could be wrong
but like with, say, "in addition", you definitely wouldn't say "Aerilate gives its Normal-type moves a power boost in addition to makes them Flying-type", so I feel like there's grounds for this

the "by" isn't wrong but it's not necessary, "Zapdos hard walls Mega Pinsir courtesy of its typing" is fine on its own.

as for my "outspeed and OHKO with some move" / "lure and OHKO with some move" changes, those are incorrect because they are equivalent to (k let's just say the move is Tackle) "outspeed with Tackle and OHKO with Tackle" / "lure with Tackle and OHKO with Tackle", and you don't outspeed or lure something with Tackle. (well, you can lure things with moves (lure in a Fairy with Outrage or something / lure in a Flash Fire user with Will-O-Wisp), but it's clearly not what the OP meant here). there is some discussion on this in the Standards--not the OP but like page 5 or something. search for posts by Weebl and you should find it, it'll be him replying to one of my posts about lures
Alright thanks P Squared!

Just a couple of things:

I liked ryan's suggestion, so I went with that.

In Usage Tips, isn't saying "to directly switch Mega Pinsir in too much" splitting the infinitive "to switch?" Personally, I've had to eliminate those from most papers I've written for school, so I'm not sure if it's wrong to split up an infinitive or a Smogon allowance. What do you think?
 

ryan

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it is a split infinitive, but most people don't follow that rule anymore. it's technically no longer incorrect. i usually follow it in my writing anyways unless it sounds too awkward without it. if you want to change it to "to switch Mega Pinsir directly in too much" then that's fine too.

technically the real crime is the dangling preposition :P
 

ryan

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you could do "...pinsir into the battlefield too much" but it's not a big deal
 

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