Plague von Karma
Banned deucer.
On-site analysis is a bit bare and has started to show its age. Pinsir is a pretty viable Pokemon all things considered, possibly a B- Pokemon, so I thought I'd upgrade this to full now with NU QC's approval. Analysis is mostly the same until the second paragraph of set details.
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[OVERVIEW]
Pinsir is a frightening Swords Dance sweeper in RBY NU, possessing one of the highest power levels in the tier in the tier alongside 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, Dragonair, Venomoth, Exeggcute, and Poliwhirl are even threatened with outright OHKOs at +2, while Blastoise and Clefable need minimal Bind chip damage to OHKO as well. Pinsir is by no means slow either, tying Nidoking and Seadra and getting the jump on Blastoise and Kabutops. 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 the likes of Mr. Mime, Venomoth, and Porygon, Pinsir can also sweep past otherwise faster checks like Charizard and Moltres.
However, Pinsir's movepool is extremely shallow, making it linear and open to very simple counterplay, such as switching in Golem or even just having Counter. 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 special frailty means Pinsir is best used on teams populated by Water-types such as Blastoise and Kabutops, the latter with which actually competes heavily with it. That competition further extends to Kingler, which possesses similar qualities to Pinsir while having reliable counterplay to Rock-types in Crabhammer, as well as other Pokemon like Sandslash. However, it fares well alongside these Swords Dance users, and Bind can be enough for it to distinguish itself over themmWorse still, Pinsir's Speed, while good, is still not quite desirable; Fire-types revenge kill it, as do Venomoth, Fearow, and tier-king Mr. Mime. Its suboptimal Speed also makes paralysis even worse, exposing its fragility and making it very difficult to clean up even paralyzed teams. Regardless, Pinsir functions as an effective wallbreaker or sweeper, supporting top-tier Pokemon like Charizard very well in the metagame.
[SET]
name: Swords Dance + Bind
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 paralysis doesn't immediately ruin Pinsir, allowing it to reapply a foe's paralysis Speed drop and keep the momentum in its favor. For example, against a paralyzed Mr. Mime—a common sight after Mr. Mime have a mirror match—Pinsir can enter and set up, remaining faster despite Thunder Wave, and OHKO Mr. Mime with Hyper Beam the next turn. Pinsir's third moveslot is flexible; Slash provides immediate power for safer revenge killing than Hyper Beam, while the weaker Body Slam makes Pinsir more self-sufficient, spreading paralysis and being boosted by Swords Dance. Body Slam also strongly deters Fire Spin users such as Ninetales and Charizard, which otherwise switch in on Pinsir easily. Finally, Submission OHKOes Porygon and 2HKOes Kabutops and Golem at +2, which Pinsir otherwise struggles to break through, although the steep drop in consistency is a pain for it to deal with.
Pinsir functions best late-game when it's not at risk of being paralyzed during its sweep. It's also strongly recommended to paralyze Fire-types like Charizard, Ninetales, and Moltres with teammates like Mr. Mime and Clefable; otherwise, Pinsir is easily revenge killed. Kabutops checks Charizard and can KO it outright while quadruply resisting Fire Spin, and it forms a strong physical attacking core with Pinsir that has decent defensive integrity. If not running Submission, Golem and Kabutops should also be removed, with Water-types like Blastoise being great against the former, as Pinsir has issues breaking through them. Pinsir can find switch-in opportunities against Rest users like Blastoise with Rest giving free turns for Pinsir to set up. Outside of this, Pinsir is a great switch-in to Earthquake from the likes of Pokemon like Nidoking; in this case, it can Speed tie Nidoking and either deal serious damage with Slash or gain momentum with Bind. Pinsir works well with fellow wrappers such as Charizard, sometimes alongside other Fire-types like Ninetales, as Pinsir can threaten Golem with Submission while having a wrapping move itself and a Ground resistance for pivoting.
[STRATEGY COMMENTS]
Other Options
=============
Pinsir can drop Bind for more offensive flexibility, but this makes it more of a momentum sink, forcing Pinsir to manually switch out against slower Pokemon if threatened with paralysis or heavy damage. Ergo, many teams have to use a deliberate game plan centered around strictly late-game usage for these sets to work. However, sets like Swords Dance / Hyper Beam / Body Slam / Submission provide Pinsir with alternative midground options once successfully switched in, more effectively contesting common switch-ins like Golem and Charizard.
In terms of niche move choices, Pinsir has few that are justifiable because of its terrible movepool. Toxic is feasible for incapacitating Fire Spin users as they switch in, such as Charizard, Ninetales, and Moltres, but Body Slam is normally enough of a deterrent. However, it does come with the added bonus of piling chip damage on Rock-types when used alongside Bind. Seismic Toss is all Pinsir can muster for the very rare Gastly, but Bind can at least secure a safe pivot, and Seismic Toss is rarely helpful.
Checks and Counters
===================
**Fire-types**: All Fire-types in RBY NU, with the exception of Flareon, outspeed and mortally threaten Pinsir with Fire Blast and Fire Spin, namely Charizard, Ninetales, Rapidash, Arcanine, Moltres, and the rare Magmar. Even if Pinsir survives a Fire Blast from Rapidash or Magmar, it is still at risk of being burned and instantly fainting. However, if the Fire-types are paralyzed, Pinsir poses a serious threat, as a +2 Hyper Beam will KO any of them if they have taken minor damage prior.
**Rock-types**: If Pinsir lacks Submission, it can hardly scratch Rock-types like Golem and Kabutops, immediately losing momentum and having to pivot with Bind. If it does have Submission, however, Pinsir is capable of dealing massive damage, 2HKOing them at +2.
**Paralysis**: Pinsir needs foe paralysis to outspeed the faster threats of RBY NU and therefore despises taking it itself; ergo, faster paralysis users such as tier-king Mr. MIme, Venomoth, Electrode, and the rare Abra can force Pinsir out after it gets a KO. Clefable, Wigglytuff, and Porygon are also capable of absorbing hits from an unboosted Pinsir and paralyzing it in return. Body Slam is also common on a myriad of Pokemon, most commonly Clefable, Wigglytuff, Kingler, and some Blastoise variants, which can pose further risk. While Pinsir can threaten Clefable and Wigglytuff with Submission, it will take high recoil damage in the process, with the latter costing around a third of its health at +2. While Swords Dance can reapply the paralysis Speed drop on foes to help if Pinsir has been paralyzed, this is unreliable and leaves it open to attack.
**Counter Users**: Pinsir is the sole fully-evolved Pokemon that has no damaging moves that can circumvent Counter. This means that Pokemon such as Charizard, Blastoise, Poliwhirl, Clefable, and Wigglytuff can all pose a mortal risk to Pinsir by existing. This also makes Hyper Beam use somewhat risky, as a Counter user can switch in, stomach the hit, and hit Pinsir with Counter next turn for the KO. Pinsir can use Bind to bring Counter users down to Hyper Beam range and KO them, but this isn't always mathematically probable. Using Swords Dance to bait out an early Counter and KO the following turn is also possible, but very risky, especially against paralysis users Clefable and Wigglytuff. Consequently, Pinsir teams must scout for Counter early into a game.
**Gastly**: While rare, Gastly completely walls Pinsir. To even damage it, Pinsir requires Seismic Toss, which it cannot afford, and the only other attack that has any effect is Bind, which doesn't damage it but allows Pinsir to pivot into a check safely. In turn, Gastly can use Hypnosis uncontested or 4HKO Pinsir with Thunderbolt.
[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[S1nn0hC0nfirm3d, 231074], [pac, 520967], [Volk, 530877]]
- Grammar checked by: [[Finland, 517429]]
--
[OVERVIEW]
Pinsir is a frightening Swords Dance sweeper in RBY NU, possessing one of the highest power levels in the tier in the tier alongside 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, Dragonair, Venomoth, Exeggcute, and Poliwhirl are even threatened with outright OHKOs at +2, while Blastoise and Clefable need minimal Bind chip damage to OHKO as well. Pinsir is by no means slow either, tying Nidoking and Seadra and getting the jump on Blastoise and Kabutops. 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 the likes of Mr. Mime, Venomoth, and Porygon, Pinsir can also sweep past otherwise faster checks like Charizard and Moltres.
However, Pinsir's movepool is extremely shallow, making it linear and open to very simple counterplay, such as switching in Golem or even just having Counter. 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 special frailty means Pinsir is best used on teams populated by Water-types such as Blastoise and Kabutops, the latter with which actually competes heavily with it. That competition further extends to Kingler, which possesses similar qualities to Pinsir while having reliable counterplay to Rock-types in Crabhammer, as well as other Pokemon like Sandslash. However, it fares well alongside these Swords Dance users, and Bind can be enough for it to distinguish itself over themmWorse still, Pinsir's Speed, while good, is still not quite desirable; Fire-types revenge kill it, as do Venomoth, Fearow, and tier-king Mr. Mime. Its suboptimal Speed also makes paralysis even worse, exposing its fragility and making it very difficult to clean up even paralyzed teams. Regardless, Pinsir functions as an effective wallbreaker or sweeper, supporting top-tier Pokemon like Charizard very well in the metagame.
[SET]
name: Swords Dance + Bind
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 paralysis doesn't immediately ruin Pinsir, allowing it to reapply a foe's paralysis Speed drop and keep the momentum in its favor. For example, against a paralyzed Mr. Mime—a common sight after Mr. Mime have a mirror match—Pinsir can enter and set up, remaining faster despite Thunder Wave, and OHKO Mr. Mime with Hyper Beam the next turn. Pinsir's third moveslot is flexible; Slash provides immediate power for safer revenge killing than Hyper Beam, while the weaker Body Slam makes Pinsir more self-sufficient, spreading paralysis and being boosted by Swords Dance. Body Slam also strongly deters Fire Spin users such as Ninetales and Charizard, which otherwise switch in on Pinsir easily. Finally, Submission OHKOes Porygon and 2HKOes Kabutops and Golem at +2, which Pinsir otherwise struggles to break through, although the steep drop in consistency is a pain for it to deal with.
Pinsir functions best late-game when it's not at risk of being paralyzed during its sweep. It's also strongly recommended to paralyze Fire-types like Charizard, Ninetales, and Moltres with teammates like Mr. Mime and Clefable; otherwise, Pinsir is easily revenge killed. Kabutops checks Charizard and can KO it outright while quadruply resisting Fire Spin, and it forms a strong physical attacking core with Pinsir that has decent defensive integrity. If not running Submission, Golem and Kabutops should also be removed, with Water-types like Blastoise being great against the former, as Pinsir has issues breaking through them. Pinsir can find switch-in opportunities against Rest users like Blastoise with Rest giving free turns for Pinsir to set up. Outside of this, Pinsir is a great switch-in to Earthquake from the likes of Pokemon like Nidoking; in this case, it can Speed tie Nidoking and either deal serious damage with Slash or gain momentum with Bind. Pinsir works well with fellow wrappers such as Charizard, sometimes alongside other Fire-types like Ninetales, as Pinsir can threaten Golem with Submission while having a wrapping move itself and a Ground resistance for pivoting.
[STRATEGY COMMENTS]
Other Options
=============
Pinsir can drop Bind for more offensive flexibility, but this makes it more of a momentum sink, forcing Pinsir to manually switch out against slower Pokemon if threatened with paralysis or heavy damage. Ergo, many teams have to use a deliberate game plan centered around strictly late-game usage for these sets to work. However, sets like Swords Dance / Hyper Beam / Body Slam / Submission provide Pinsir with alternative midground options once successfully switched in, more effectively contesting common switch-ins like Golem and Charizard.
In terms of niche move choices, Pinsir has few that are justifiable because of its terrible movepool. Toxic is feasible for incapacitating Fire Spin users as they switch in, such as Charizard, Ninetales, and Moltres, but Body Slam is normally enough of a deterrent. However, it does come with the added bonus of piling chip damage on Rock-types when used alongside Bind. Seismic Toss is all Pinsir can muster for the very rare Gastly, but Bind can at least secure a safe pivot, and Seismic Toss is rarely helpful.
Checks and Counters
===================
**Fire-types**: All Fire-types in RBY NU, with the exception of Flareon, outspeed and mortally threaten Pinsir with Fire Blast and Fire Spin, namely Charizard, Ninetales, Rapidash, Arcanine, Moltres, and the rare Magmar. Even if Pinsir survives a Fire Blast from Rapidash or Magmar, it is still at risk of being burned and instantly fainting. However, if the Fire-types are paralyzed, Pinsir poses a serious threat, as a +2 Hyper Beam will KO any of them if they have taken minor damage prior.
**Rock-types**: If Pinsir lacks Submission, it can hardly scratch Rock-types like Golem and Kabutops, immediately losing momentum and having to pivot with Bind. If it does have Submission, however, Pinsir is capable of dealing massive damage, 2HKOing them at +2.
**Paralysis**: Pinsir needs foe paralysis to outspeed the faster threats of RBY NU and therefore despises taking it itself; ergo, faster paralysis users such as tier-king Mr. MIme, Venomoth, Electrode, and the rare Abra can force Pinsir out after it gets a KO. Clefable, Wigglytuff, and Porygon are also capable of absorbing hits from an unboosted Pinsir and paralyzing it in return. Body Slam is also common on a myriad of Pokemon, most commonly Clefable, Wigglytuff, Kingler, and some Blastoise variants, which can pose further risk. While Pinsir can threaten Clefable and Wigglytuff with Submission, it will take high recoil damage in the process, with the latter costing around a third of its health at +2. While Swords Dance can reapply the paralysis Speed drop on foes to help if Pinsir has been paralyzed, this is unreliable and leaves it open to attack.
**Counter Users**: Pinsir is the sole fully-evolved Pokemon that has no damaging moves that can circumvent Counter. This means that Pokemon such as Charizard, Blastoise, Poliwhirl, Clefable, and Wigglytuff can all pose a mortal risk to Pinsir by existing. This also makes Hyper Beam use somewhat risky, as a Counter user can switch in, stomach the hit, and hit Pinsir with Counter next turn for the KO. Pinsir can use Bind to bring Counter users down to Hyper Beam range and KO them, but this isn't always mathematically probable. Using Swords Dance to bait out an early Counter and KO the following turn is also possible, but very risky, especially against paralysis users Clefable and Wigglytuff. Consequently, Pinsir teams must scout for Counter early into a game.
**Gastly**: While rare, Gastly completely walls Pinsir. To even damage it, Pinsir requires Seismic Toss, which it cannot afford, and the only other attack that has any effect is Bind, which doesn't damage it but allows Pinsir to pivot into a check safely. In turn, Gastly can use Hypnosis uncontested or 4HKO Pinsir with Thunderbolt.
[CREDITS]
- Written by: [[May, 236353]]
- Quality checked by: [[S1nn0hC0nfirm3d, 231074], [pac, 520967], [Volk, 530877]]
- Grammar checked by: [[Finland, 517429]]
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