[OVERVIEW]
Pinsir is a frightening Swords Dance sweeper in RBY NU, possessing some of the highest damage output in the tier alongside access to Bind and Slash. Once set up, Pinsir goes on a rampage, quickly chipping down Pokemon with Bind before letting loose one of the strongest Hyper Beams in the game. Pokemon like Mr. Mime and Dragonair are even threatened with outright OHKOs at +2, while Blastoise and Clefable need meager Bind chip damage to OHKO as well. Pinsir is by no means slow either, tieing Nidoking and Seadra and getting the jump on Clefable. When forming a core with wrappers such as Rapidash, Moltres, and Charizard, Pinsir can add some much-needed physical attacking prowess. With paralysis support from Mr. Mime, Venomoth, or Porygon, Pinsir also has a chance to sweep past otherwise faster checks like Charizard and Moltres.
Pinsir's movepool is extremely shallow, making it linear, predictable, and open to very simple counterplay, such as switching in Golem. With the high viability of Fire-types in RBY NU, Pinsir's low Special also comes back to haunt it, leaving it OHKOed by even Charizard's Fire Blast and limiting setup opportunities against special attackers like Seadra. This means Pinsir is best used on teams populated by Water-types such as Blastoise and Kabutops, the latter of which actually competes with it heavily. This competition further extends to Pokemon like Kingler, which possesses similar qualities while having reliable counterplay to Rock-types in Crabhammer. Worse still, Pinsir's Speed, while good, is still not quite enough; Fire-types revenge kill it, as do Venomoth, Fearow, and tier-king Mr. Mime. Its imperfect Speed also makes paralysis even worse for Pinsir, exposing its fragility and making it very difficult to clean up even paralyzed teams.
[SET]
name: Bind Pivot
move 1: Swords Dance
move 2: Hyper Beam
move 3: Slash / Body Slam / Submission
move 4: Bind
[SET COMMENTS]
Swords Dance is Pinsir's claim to fame, allowing it to rapidly chip down teams with Bind before blasting them away with Hyper Beam. Swords Dance also ensures Pinsir isn't immediately ruined by paralysis, allowing it to reapply a foes's paralysis Speed drop and keep the momentum in its favor. For example, against a paralyzed Mr. Mime—a common sight after they have a mirror match—Pinsir can enter and set up, remaining faster despite Thunder Wave and capable of OHKOing Mr. Mime with Hyper Beam the next turn. Pinsir's third moveslot is flexible; Slash provides immediate power suited for safely revenge killing compared to Hyper Beam, while the weaker Body Slam makes Pinsir more self-sufficient, spreading paralysis and being boosted by Swords Dance. Finally, Submission is a viable option for dealing with Golem, dealing 62.2% minimum at +2, albeit at the cost of recoil and a steep drop in consistency.
[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[S1nn0hC0nfirm3d, 231074], [pacattacc, 520967]]
- Grammar checked by: [[Finland, 517429]]
Pinsir is a frightening Swords Dance sweeper in RBY NU, possessing some of the highest damage output in the tier alongside access to Bind and Slash. Once set up, Pinsir goes on a rampage, quickly chipping down Pokemon with Bind before letting loose one of the strongest Hyper Beams in the game. Pokemon like Mr. Mime and Dragonair are even threatened with outright OHKOs at +2, while Blastoise and Clefable need meager Bind chip damage to OHKO as well. Pinsir is by no means slow either, tieing Nidoking and Seadra and getting the jump on Clefable. When forming a core with wrappers such as Rapidash, Moltres, and Charizard, Pinsir can add some much-needed physical attacking prowess. With paralysis support from Mr. Mime, Venomoth, or Porygon, Pinsir also has a chance to sweep past otherwise faster checks like Charizard and Moltres.
Pinsir's movepool is extremely shallow, making it linear, predictable, and open to very simple counterplay, such as switching in Golem. With the high viability of Fire-types in RBY NU, Pinsir's low Special also comes back to haunt it, leaving it OHKOed by even Charizard's Fire Blast and limiting setup opportunities against special attackers like Seadra. This means Pinsir is best used on teams populated by Water-types such as Blastoise and Kabutops, the latter of which actually competes with it heavily. This competition further extends to Pokemon like Kingler, which possesses similar qualities while having reliable counterplay to Rock-types in Crabhammer. Worse still, Pinsir's Speed, while good, is still not quite enough; Fire-types revenge kill it, as do Venomoth, Fearow, and tier-king Mr. Mime. Its imperfect Speed also makes paralysis even worse for Pinsir, exposing its fragility and making it very difficult to clean up even paralyzed teams.
[SET]
name: Bind Pivot
move 1: Swords Dance
move 2: Hyper Beam
move 3: Slash / Body Slam / Submission
move 4: Bind
[SET COMMENTS]
Swords Dance is Pinsir's claim to fame, allowing it to rapidly chip down teams with Bind before blasting them away with Hyper Beam. Swords Dance also ensures Pinsir isn't immediately ruined by paralysis, allowing it to reapply a foes's paralysis Speed drop and keep the momentum in its favor. For example, against a paralyzed Mr. Mime—a common sight after they have a mirror match—Pinsir can enter and set up, remaining faster despite Thunder Wave and capable of OHKOing Mr. Mime with Hyper Beam the next turn. Pinsir's third moveslot is flexible; Slash provides immediate power suited for safely revenge killing compared to Hyper Beam, while the weaker Body Slam makes Pinsir more self-sufficient, spreading paralysis and being boosted by Swords Dance. Finally, Submission is a viable option for dealing with Golem, dealing 62.2% minimum at +2, albeit at the cost of recoil and a steep drop in consistency.
[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[S1nn0hC0nfirm3d, 231074], [pacattacc, 520967]]
- Grammar checked by: [[Finland, 517429]]
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