Gen 1 Pinsir (NU Mini) [QC 2/2] [GP 1/1]

Plague von Karma

Banned deucer.
[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]]
 
Last edited:
[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, chipping down Pokemon with Bind before letting loose one of the strongest Hyper Beams in the game. Pokemon like Poliwhirl 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 (Poli isn't a common late-game mon to sweep, whereas Pory very well could be kept around and healthy. I wanted to include two other mons that Pinsir is likely to sweep with chip damage support so that the Bind + Hyper Beam combo is explained). Pinsir is by no means slow either, tieing Nidoking and Seadra and getting the jump on Clefable. When forming a core with partial trapping move users such as Rapidash, Moltres, and Charizard, Pinsir can add some much-needed physical attacking prowess. Overall, Pinsir's titanic damage output and ability to lock down weakened teams give it a strong niche in the metagame. (Fluff; overview generalization)

However, as is the case with all Bug-types in RBY, Pinsir has issues that must be accounted for. Firstly, (Fluff) its Pinsir's movepool is extremely shallow, making it linear and predictable, thus leaving Pinsir open to very simple counterplay, such as simply switching in Golem. With the dramatically increased 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 having even neutral hits particularly sting limiting setup opportunities against special attackers like Dewgong and Seadra (specific examples + relevant as these 2 can 1v1 Pinsir). This means Pinsir is best used on teams populated by Water-types such as Blastoise and Kabutops, the latter of which it's actually in high competition with. This 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; every Fire-type bar Flareon will outrun it Fire-types revenge kill it (more specific to in-game + Flareon shouldn't be name dropped because it's UR), as well as Venomoth, Fearow, and tier-king Mr. Mime. This also makes paralysis even worse for Pinsir, exposing its fragility and making it very difficult to clean up even paralysed teams. Ergo, Pinsir will require paralysis support to function while simultaneously avoiding it, but rewards it in spades. (Fluff / counterintuitive to the con section of the overview. Move it to the end of the above paragraph, and make sure to have examples: "With paralysis support from Mr. Mime, Venomoth, and Porygon, Pinsir is also has a chance to sweep past otherwise faster checks like Charizard and Moltres")

[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. This also ensures Pinsir isn't immediately ruined by paralysis, allowing it to reapply the opponent's paralysis Speed drop and keep the momentum in its favor. Hyper Beam lets Pinsir cleanly finish off limping foes; Dragonair, Mr. Mime, Poliwhirl, Primeape, Raticate, Mr. Mime, and Dragonair are even threatened with outright OHKOs at +2.Bind fills the last slot, letting also lets Pinsir pivot out of bad matchups while locking down the opposing team. At +2, Bind will deal around 9% on average per turn, rapidly depleting the health of opposing Pokemon and, in turn, putting them in range of Hyper Beam fairly quickly. (Fluff; the first sentence and overview already justify the SD + Hyper Beam + Bind combo so I only left here what was new or specific enough to be relevant)

Pinsir's third slot is flexible; and should be fine-tuned based on your team. Slash provides immediate power suit for safely revenge killing compared to Hyper Beam, being just shy of Hyper Beam in terms of power and ignoring Defense boosts. while the weaker Body Slam makes Pinsir more self-sufficient, spreading paralysis and being boosted by Swords Dance, but its power is a significant drop from Slash. (Fluff. "flexible" already implies that you can choose which works best for the team. Physical defensive boosts don't really exist in NU so that point is irrelevant, but rather slash is nice if Pinsir is revenge killing a weakened foe and wants something safer to click if say Golem is revealed and switches in.) 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. It also OHKOs Raticate and Porygon at +2. (Basically irrelevant when Hyper Beam is also a OHKO at +2... Even if you want to include these two examples, there would need to be a better explanation as Hyper Beam is good enough already. Threaten the OHKO while also targeting a potential Rock-type switch-in? Even that would be too convoluted when the prior sentence already justifies the coverage against Golem)

[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id]]
I'll give it one last look before a QC if you don't mind. There was a good amount of fluff here regarding generalizations or repeating information, on top of a few mentions of irrelevant Pokemon like Flareon. Also, the analysis lacked examples of when Bind provided enough chip damage for Hyper Beam to KO, which is way more important than stating "At +2, Bind will deal around 9% on average per turn." That's just listing an irrelevant mechanic without actually saying when that chip damage matters. In the overview, I included Blastoise and Clefable as two targets for the +2 Bind into Hyper Beam combo. Keep these tips in mind when updating and for future analyses!
 
Looks great! Thanks for your patience and clearing some things up with me in Discord. QC 1/2!

Ho3nConfirm3d-QC-small.gif
 
PinsirandGranbull.png

(found this random image on my computer of mixing Granbull with Pinsir lol)

Ayo! Here to QC Pinsir!

very simple counterplay, such as simply switching in Golem

This is extremely nitpicking, but the second simply is redundant.
For example, against a paralyzed Mr. Mime—a common sight after a mirror

This isnt really clear, as its not specified that Mime is the one mirroring (something that would be inferred by anyone who HAS played NU, but these analyses are for newer players).

Implement those small things and this will be a QC 2/2!
 
Add/Fix Remove Comment
(AC): ADD COMMA

[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 (kinda arbitrary but "rampage" into "chipping" felt a bit whiplash. feel free to do whatever else) 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, (AC) 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 partial trapping move users partial trappers 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 and predictable, thus leaving Pinsir linear, predictable, and open to very simple counterplay, such as switching in Golem. With the dramatically increased high (feel free to tinker and/or pick another word, but answering the "increased compared to what?" question prob results in too much detraction from the anlaysis's focus. if you think you have a solution, though, i'm open) 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 it's actually in high competition with. actually competes with it heavily. This competition (I imagine?) 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 well as do Venomoth, Fearow, and tier-king Mr. Mime. This Its imperfect Speed (couldn't think of better word than "imperfect", feel free to revise) 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. This Swords Dance also ensures Pinsir isn't immediately ruined by paralysis, allowing it to reapply the opponent's a foes's (or "foes' paralysis Speed drops") 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 (I imagine this checks out?) 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]]
vatista.gif
1/1
 
  • Love
Reactions: pac
Back
Top