Pokémon Mega Pinsir

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Base Form stats: 65 HP / 125 Atk / 100 Def / 55 SpA / 70 SpD / 85 Spe
Mega Evolution stats: 65 HP / 155 Atk / 120 Def / 65 SpA / 90 SpD / 105 Spe
Ability: Aerilate [Base Form abilities: Hyper Cutter / Mold Breaker / Moxie]
Notable Moves:
Swords Dance
Thrash
Body Slam
Quick Attack
Close Combat
Earthquake
Stone Edge
Rock Slide

Pros:
- An amazing attack stat, a good Speed stat, and its Aerilate ability makes Mega Pinsir a fearsome wallbreaker.
- A Flying type priority in Aerilate-boosted Quick Attack also gives Mega Pinsir sweeping and revenge killing potential.
- It has a good physical movepool which gives it coverage against Pokémon that resist its Flying STAB.
- A solid Defense stat allows Mega Pinsir to tank physical attacks and priority before it can retaliate.
- Its defensive typing gives it some notable resistances and immunities such as a double resistance to Fighting and an immunity to Ground.
- The lack of bulky Electric types leaves Mega Pinsir with less defensive checks in the current metagame

Cons:
- Return and Frustration are now gone so its best STAB moves are Thrash and Body Slam, the former having a locking drawback and the latter being weaker.
- Its defensive typing leaves it with unfortunate weaknesses to common offensive types, notably a double weakness to Rock as well as weaknesses to Fire, Electric, and Ice.
- Requires hazard removal support since its typing leaves it vulnerable to Stealth Rock damage, especially after Mega Evolving
- Its Speed, while good, leaves it outsped by common offensive threats such as Dragapult, Greninja, Mega Delphox, and various Choice Scarfers
- It faces a lot of competition as a wallbreaker with many Mega Evolutions such as Mega Charizard Y, Mega Excadrill, Mega Tyranitar, and Mega Starmie.

Potential Set:
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Thrash / Body Slam
- Close Combat
- Quick Attack

This looks to be the standard set if you want to run Mega Pinsir in the current metagame. The choice between Thrash and Body Slam is up to preference: Thrash is very powerful, clocking in at 144 BP after the Aerilate boost, but suffers from the locking drawback which could leave Mega Pinsir prone to being revenge killed. Body Slam is a weaker alternative (only at 102 BP after Aerilate) but has a good chance to paralyze and doesn't lock Mega Pinsir. Close Combat is the best coverage move for Mega Pinsir to run since it hits most Flying-type checks such as Skarmory, Kingambit, and Tyranitar. Earthquake is another option to OHKO Glimmora and hit Aegislash harder, but fails to OHKO Tyranitar and leaves Mega Pinsir helpless against Skarmory and Corviknight. Quick Attack is a good Flying type priority that helps it pick weakened, faster Pokémon for Pinsir to sweep lategame.

Team Options

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Hazard Removal: Hazard control is mandatory for Mega Pinsir since it takes huge damage from Stealth Rock upon entry. Excadrill has good synergy with Mega Pinsir since it checks Rock types that Pinsir may struggle with. Starmie can also deal with the walls such as Skarmory and Slowbro with Thunderbolt coverage.

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Hazard Setters: Mega Pinsir appreciates Stealth Rock and Spikes support to put further pressure to defensive Pokémon and to achieve KO's more easily.

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Special Attackers: Mega Pinsir struggles with physical walls such as Skarmory, Corviknight, and Slowbro so Pokemon that are able to break through those checks make good teammates for Mega Pinsir.

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Wish and Heal Bell support:
Since Mega Pinsir is vulnerable to all forms of status, Heal Bell support leaves Mega Pinsir less worried against facing status users. Wish support is also appreciated since Pinsir can get worn down by hazard damage and Rough Skin from Garchomp.


Checks and Counters:

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Offensive Pressure: If Pinsir is running Thrash, faster Pokemon can take advantage of its locking effect and KO Pinsir, especially on its lower Special Defense. Faster special attackers such as Dragapult and Greninja can take an unboosted Quick Attack and KO it back on its lower defensive side. Choice Scarf users can also be problematic to Mega Pinsir as long as they can take a Quick Attack or if Mega Pinsir is locked to using Thrash. Choice Scarf Tyranitar can switch in on any attack not except Close Combat and can cleanly KO Pinsir in return.

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Physical Walls: If Pinsir is running Body Slam, these Pokémon are able to check Mega Pinsir thanks to their bulk and defensive type combination. Skarmory and Corviknight resist Pinsir's Flying STAB and can then retaliate with their Flying STAB to hurt Mega Pinsir back. Both don't like taking Close Combat if they're chipped, though. Slowbro can take damage, cripple Mega Pinsir with Thunder Wave or a Scald burn, and heal back HP with Regenerator. Hippowdon can take a hit from Mega Pinsir and can either KO back with Stone Edge or phaze it out with Whirlwind.

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Rock type-types and Rock coverage: Mega Pinsir takes 4x damage from Rock-type moves so it can be caught off-guard with a Rock-type coverage move. Accelerock from Lycanroc can also take Pinsir out in one hit.

Entry Hazards and Status: Pinsir is vulnerable to all forms of residual damage, be it hazards, status, or contact damage from Rough Skin.

Verdict:
Mega Pinsir is fast and powerful than can function both as a wallbreaker and a sweeper, but it also has too much competition as a wallbreaker for it to shine. Most of its competition also require less team support which would make them more attractive to use than Mega Pinsir, as Mega Pinsir demands mandatory hazard removal. The removal of Return and Frustration also hurts it since it now has to use either Thrash or Body Slam as its main STAB move, both of which have its own drawback. On the bright side, the lack of bulky Electric types such as Zapdos and Rotom-Wash leaves Mega Pinsir with less defensive checks, giving it more breathing room for it to tear down the opposition.
 
Good post with many team options given.
The Rotoms are in the game though! They should definitely appear in the checks and counters section.
- The lack of bulky Electric types leaves Mega Pinsir with less defensive checks in the current metagame
Which would mean removing this pro as well.
 
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