Pinsir [QC 3/3] [GP 2/2]

Ash Borer

I've heard they're short of room in hell
Treecko looks rly good! Also in C&C add a sentence or two in the prioty scarf section about some common fsst electric types like raikou and manectric who resist quick attack and outspeed and ohko pinsir. you can change that section to just "revenge killers". Also I have one more team option. Those same fast electric types other than thundurus that carry a fighting move are pursuit bait for a well played tyranitar (talonflame is too). Add a little nod to ttar as a partner for that reason. Other than that this is ready for GP. (lab gave you a stamp a while ago but you smaetly ignored it). qc 3/3.
 
Yea at the time that I wrote this, Zapdos was definitely not OU and not used nearly as much as it is now. I'll do that and the other stuff too.
 

GatoDelFuego

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Treecko

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Overview
########

With an incredibly powerful Mega Evolution, former NU threat Pinsir has soared through the tiers and now finds itself sitting happily in OU. Though its Mega Evolution is the only reason to use Pinsir, with such high power and Speed and a fantastic ability in Aerilate, which changes its Normal-type attacks to Flying-type attacks and grants them a power boost, its Mega Evolution alone is a fantastic reason to put Pinsir on your team. With its Aerilate-boosted Quick Attack, Mega Pinsir is also one of only two Pokemon to receive Flying-type priority, which allows it to check a variety of threats and helps it to Mega Evolve more easily. Unfortunately, with its Bug / Flying typing, Mega Pinsir does lose half of its health upon switching into Stealth Rock, but with a large variety of entry hazard removers in OU, this usually isn't as large of a problem as you might think it would be. Finally, with the want for a boosting move, can you rephrase? both Quick Attack and a reliable STAB move, and Earthquake for coverage, Mega Pinsir is fairly predictable and doesn't have much room for other coverage moves.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Quick Attack
move 3: Return
move 4: Earthquake
ability: Hyper Cutter / Moxie
item: Pinsirite
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

Moves
========

With Swords Dance, Mega Pinsir uses its fairly unique typing and good natural bulk to try to set up and sweep the opposing team. Thus, Swords Dance is a necessity for Mega Pinsir, and it works very well with Quick Attack. After the Aerilate boost, Mega Pinsir's Quick Attack hits roughly 78 Base Power, and after a Sword Dance, it can be used to take out most of the Pokemon that would be able to revenge kill it. Return is an incredibly powerful STAB attack for Mega Pinsir that has no drawbacks. Finally, Earthquake is used to take on the Steel-, Rock-, and Electric-type Pokemon that could otherwise take a hit from Mega Pinsir. Most notably, Earthquake is able to OHKO Aegislash in its Shield forme at +2.

Set Details
========

Pinsir should never be used seriously in OU without its Mega Evolution, so Pinsirite is the obvious choice for an item. EVs are standard for a physical sweeper, though an Adamant nature can used instead of Jolly in order to OHKO standard Gliscor at +2 with Return and Latias at +2 with Quick Attack. Hyper Cutter is the most reliable choice for an ability on Pinsir in its regular state forme, as it keeps Intimidate users such as Landorus-T from lowering its Attack on the switch. Moxie is another viable choice to pick off a weakened foe before Mega Evolving in order to receive an Attack boost.

Usage Tips
========

Pinsir should usually only come into battle later into the -game after most of its checks and counters have been sufficiently weakened or knocked out. Still, it might be advantageous to bring it in earlier on into the match in order to Mega Evolve and pick off a weakened opponent with Quick Attack. Because its base forme normal state only has base 85 Speed, it's best to Mega Evolve against something it can set up on or something that it can revenge kill with its Quick Attack. Mega Evolving is usually only difficult against more offensive teams that can keep up offensive pressure. Against more defensive teams, you can Mega Evolve Pinsir earlier on in hopes of wallbreaking with it Mega Pinsir. Thanks to its good physical bulk, Mega Pinsir can often set up against physical attackers that do not carry a super effective coverage move, including some variants of Azumarill, Air Balloon Excadrill, and even Bisharp. However, it's usually going to be easier to set up on a forced switch.

Team Options
========

Some of Mega Pinsir's best counters are things that defeat its checks and counters. A good example of this is Choice Specs Gothitelle, which can trap and KO all of Skarmory, Mandibuzz, Rotom-Wash, and Hippowdon and heavily damage or even remove Zapdos. Another good partner for this reason is Assault Vest Conkeldurr, which can easily switch into Rotom-Wash and Air Balloon Heatran, as it benefits from being burned and takes little from their attacks, (RC) and can threaten them with its Fighting STAB in return. A Rapid Spin or Defog user is another necessary partner, as Mega Pinsir relies a lot on its bulk in order to tank faster priority attacks and neutral hits while it sets up. Excadrill is a good partner, as it can use Rapid Spin and deal massive damage to Rotom-Wash with its Mold Breaker Earthquake, and Life Orb Latias can use Defog and Healing Wish to support Mega Pinsir, (RC) while also offering a good switch into Rotom-Wash, Thundurus, and Zapdos. Keldeo is another good partner, as it can come in on Rock-, Ice-, and Fire-type attacks very easily, and it threatens all of Mega Pinsir's best checks. Finally, Tyranitar is a great answer to Mega Pinsir's offensive checks. With its great bulk, Tyranitar can come in on anything that Mega Manectric and Talonflame have to offer and deal major damage to them with Pursuit as they switch out. Tyranitar can also check Thundurus and Raikou, though you it will need to watch out for Superpower and Aura Sphere, respectively.

Other Options
########

Close Combat is another option for a coverage move on Mega Pinsir, as it hits Steel- and Rock-types while also being able to do solid damage to Rotom-Wash. However, not being able to touch Aegislash is a very bad thing, and the Defense and Special Defense drops from Close Combat greatly compromise Mega Pinsir's longevity. Thrash can also be used for an incredibly powerful STAB attack, but because Return is already very strong without any negative side effects, it is often the better option. Mold Breaker is also viable on Pinsir to hit Rotom-Wash with Earthquake before Mega Evolving, but this is fairly predictable because it shows the Mold Breaker message upon entering. Bulk Up is usable, but Swords Dance's +2 Attack boost is almost always more beneficial than a +1 Defense boost. Facade would be a decent option on Mega Pinsir if it had to room to fit it on its moveset, as it would keep it from being useless should it become burned, but with each of its four moves being as important as they are, it should very rarely see use. Feint can also be used over Quick Attack in order to hit Talonflame and Weavile, as well as slower Extreme Speed users such as Dragonite and Lucario before it Mega Evolves, before they can hit Pinsir you, but the lower Base Power makes this less viable than Quick Attack in most situations.

Checks & Counters
########

**Resistant Walls that resist Flying and Ground**:This sounds ugly but it's better than having no capitals maybe?? It takes a very specific type of wall to stop Mega Pinsir in its tracks. Pretty much the only Pokemon that keep it from sweeping need to resist both its STAB and its coverage move. Specifically, Rotom-Wash, Zapdos, and Skarmory are some of the best answers to Mega Pinsir because they need to be especially weakened if Mega Pinsir hopes to take them out.

**Revenge Killers**: Specifically, either faster priority users or faster Pokemon that resist Quick Attack are solid checks to Mega Pinsir. Talonflame is about as good of an offensive check to Mega Pinsir as you can hope for, as it can outspeed Mega Pinsir and OHKO it with Gale Wings Brave Bird even when using an Adamant nature. Weavile is also faster and can use Ice Shard to deal massive damage to Mega Pinsir. Although it isn't a damaging move, Thundurus is able to utilize its faster Prankster Thunder Wave in order to cripple Mega Pinsir, and it can even take one boosted Quick Attack and OHKO with Thunderbolt. Mamoswine has enough natural bulk to take a boosted Quick Attack and strike back with its own priority Ice Shard. Choice Scarf Tyranitar can outspeed and KO Mega Pinsir, and it even has the bulk to tank an unboosted Earthquake if it happens to miss Stone Edge. Similarly, Raikou and Mega Manectric can both outspeed and revenge kill Mega Pinsir without fearing its Quick Attack.

**Stealth Rock**: Though not quite as solid as the other means of checking Mega Pinsir, if you are able to keep Stealth Rock up throughout the match, Mega Pinsir will be much easier to take out. For offensive teams, this means setting Stealth Rock and keeping up offensive pressure on the opponent throughout the match in order to prevent them from using Rapid Spin or Defog. For more defensive teams, you should either try to take out the opponent's entry hazard remover or keep setting up Stealth Rock throughout the match.

1/2
 
Last edited:
Just a slight nitpick:
Feint can also be used over Quick Attack in order to hit Talonflame and Weavile, as well as slower Extreme Speed users such as Dragonite and Lucario before it Mega Evolves.
 
yea I caught that as I was going through gato's check. thanks for pointing it out.

done, ready for 2.
 

Electrolyte

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Overview
########

With an incredibly powerful Mega Evolution, former NU threat Pinsir has soared through the tiers and now finds itself sitting happily in OU. Though its Mega Evolution,(AC) is the only reason to use Pinsir, with such its high power,(AC) and Speed,(AC) and a fantastic ability in Aerilate, which changes its Normal-type attacks to Flying-type attacks and grants them a power boost, (This part is questionable. I don't think it's necessary to explain what Aerilate does, especially since it turns the already complicated sentence into a messy jumble.) is the only reason to use Pinsir, its Mega Evolution alone is a fantastic reason to put Pinsir on your team. With Aerilate-boosted Quick Attack, Mega Pinsir is also one of only two Pokemon to receive Flying-type priority, which allows it to check a variety of threats and helps it to Mega Evolve more easily with more ease. Unfortunately, due to with its Bug / Flying typing, Mega Pinsir does lose half of its health upon switching into Stealth Rock, but with a large variety of entry hazard removers in OU, this usually isn't as large of a problem as you might think it would be. Finally, Mega Pinsir is fairly predictable, as it is nearly always going to run a boosting move, both Quick Attack and a reliable STAB move attack, and Earthquake for coverage, leaving it with little room for other coverage moves.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Quick Attack
move 3: Return
move 4: Earthquake
ability: Hyper Cutter / Moxie
item: Pinsirite
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

Moves
========

With Swords Dance, Mega Pinsir uses its fairly unique typing and good natural bulk to try to set up and sweep the opposing team. Thus, Swords Dance is a necessity for Mega Pinsir, and it works very well with Quick Attack. Aerilate turns all of Mega Pinsir's Normal-type moves into Flying-type moves and then boosts them by x1.3, so after After (explain Aerilate here if you think an explanation is necessary. Otherwise, just leave it as it is.) the Aerilate boost, Mega Pinsir's Quick Attack hits roughly 78 Base Power, and after a Sword Dance, it can be used to take out most of the Pokemon that would otherwise be able to revenge kill it. Return is an incredibly powerful STAB attack for Mega Pinsir that has no drawbacks. Finally, Earthquake is used to take on the Steel-, Rock-, and Electric-type Pokemon that could otherwise take a hit from Mega Pinsir. Most notably, Earthquake is able to OHKO Aegislash in its Shield forme at +2.

Set Details
========

Pinsir should never be used seriously in OU without its Mega Evolution, so Pinsirite is the obvious choice for an item. The EVs are standard for a physical sweeper, maximizing Pinsir's Attack and Speed stats, though an Adamant nature can used instead of Jolly in order to OHKO standard Gliscor at +2 with Return and Latias at +2 with Quick Attack. Hyper Cutter is the most reliable choice for an ability on Pinsir in its regular state, as it keeps Intimidate users such as Landorus-T from lowering its Attack on the switch. Moxie is another viable choice to pick off a weakened foe before Mega Evolving in order to receive an Attack boost.

Usage Tips
========

Pinsir should usually only come into battle late-game after most of its checks and counters have been sufficiently weakened or knocked out. Still, it might be advantageous to bring it in earlier on into the match in order to Mega Evolve and pick off a weakened opponent with Quick Attack. Because its regular state only has only base 85 Speed, it's best to Mega Evolve against something it can set up on or something that it can revenge kill with its Quick Attack. Mega Evolving is usually only difficult against more offensive teams that can keep up offensive pressure. Against more defensive teams, you can Mega Evolve Pinsir earlier on in hopes of wallbreaking with it. Thanks to its good physical bulk, Mega Pinsir can often set up against physical attackers that do not carry a super effective coverage move, including some variants of Azumarill, Air Balloon Excadrill, and even Bisharp. However, it's usually going to be easier to set up on a forced switch.

Team Options
========

Some of Mega Pinsir's best counters are things that defeat its checks and counters. A good example of this is Choice Specs Gothitelle, which can trap and KO all of Skarmory, Mandibuzz, Rotom-Wash, and Hippowdon and heavily damage or even remove Zapdos. Another good partner for this reason is Assault Vest Conkeldurr, which can easily switch into Rotom-Wash and Air Balloon Heatran, as it benefits from being burned,(AC) and takes little damage from their attacks, and can threaten them with its Fighting-type STAB moves in return. A Rapid Spin or Defog user is another necessary partner, as Mega Pinsir relies a lot on its bulk in order to tank faster priority attacks and neutral hits while it sets up. Excadrill is a good partner, as it can use Rapid Spin and deal massive damage to Rotom-Wash with its Mold Breaker Earthquake, and Life Orb Latias can use Defog and Healing Wish to support Mega Pinsir, while also offering a good switch into Rotom-Wash, Thundurus, and Zapdos. Keldeo is another good partner, as it can come in against on Rock-, Ice-, and Fire-type attacks very easily, and it threatens all of Mega Pinsir's best checks. Finally, Tyranitar is a great answer to Mega Pinsir's offensive checks. With its great bulk, Tyranitar can come in on anything that Mega Manectric and Talonflame have to offer and deal major damage to them with Pursuit as they switch out. Tyranitar can also check Thundurus and Raikou, though it will need to watch out for Superpower and Aura Sphere, respectively.

Other Options
########

Close Combat is another option for a coverage move on Mega Pinsir, as it hits Steel- and Rock-types while also being able to do solid damage to Rotom-Wash. However, not being able to touch Aegislash is a very bad thing, and the Defense and Special Defense drops from Close Combat greatly compromise Mega Pinsir's longevity. Thrash can also be used for an incredibly powerful STAB attack, but because Return is already very strong without any negative side effects, it is often the better option. Mold Breaker is also viable on Pinsir to hit Rotom-Wash with Earthquake before Mega Evolving, but this is fairly predictable because it shows the Mold Breaker message upon entering. Bulk Up is usable, but Swords Dance's +2 Attack boost is almost always more beneficial than a +1 Defense boost. Facade would be a decent option on Mega Pinsir if it had to room to fit it on its set, as it would keep it from being useless should it become burned, but with each of its four moves being as important as they are, it should very rarely see use. Feint can also be used over Quick Attack in order to hit Talonflame and Weavile, as well as slower Extreme Speed users such as Dragonite and Lucario before they can hit Pinsir, but the lower Base Power makes this less viable than Quick Attack in most situations.

Checks & Counters
########

**Resistant Walls**: It takes a very specific type of wall to stop Mega Pinsir in its tracks. Pretty much the only Pokemon that keep it from sweeping need to resist both its STAB attacks and its coverage moves. Specifically, Rotom-Wash, Zapdos, and Skarmory are some of the best answers to Mega Pinsir because they need to be especially weakened if Mega Pinsir hopes to take them out.

**Revenge Killers**: Specifically, either Faster priority users or and faster Pokemon that resist Quick Attack are all solid checks to Mega Pinsir. Talonflame is about as good of an offensive check to Mega Pinsir as you can hope for, as it can outspeed Mega Pinsir and OHKO it with Gale Wings Brave Bird even when using an Adamant nature. Weavile is also faster and can use Ice Shard to deal massive damage to Mega Pinsir. Although it isn't a damaging move, Thundurus is able to utilize its faster Prankster Thunder Wave in order to cripple Mega Pinsir, and it can even take one boosted Quick Attack and OHKO with Thunderbolt. Mamoswine has enough natural bulk to take a boosted Quick Attack and strike back with its own priority Ice Shard. Choice Scarf Tyranitar can outspeed and KO Mega Pinsir, and it even has the bulk to tank an unboosted Earthquake if it happens to miss Stone Edge. Similarly, Raikou and Mega Manectric can both outspeed and revenge kill Mega Pinsir without fearing its Quick Attack.

**Stealth Rock**: Though not quite as solid as the other means of checking Mega Pinsir, Stealth Rock kept up throughout the match makes Mega Pinsir if you are able to keep Stealth Rock up throughout the match, Mega Pinsir will be much easier to take out. For offensive teams, this means that setting Stealth Rock and keeping up offensive pressure on the opponent throughout the match in order to prevent them from using Rapid Spin or Defog is very important. For more defensive teams, you More defensive teams should either try to take out the opponent's entry hazard remover or keep setting up Stealth Rock throughout the match.


Nice work, Treecko !

EDIT:
I ninja'd dbzmariogeno's amcheck, but most of the changes in my check overlap with his anyway and the rest are changes that I don't agree with.

GP 2/2

 
Last edited:
Amcheck.

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Overview
########

With an incredibly powerful Mega Evolution, former NU threat Pinsir has soared through the tiers and now finds itself sitting happily in OU. Though its Mega Evolution is the only reason to use Pinsir, with such high power and Speed and a fantastic ability in Aerilate, which changes its Normal-type attacks to Flying-type attacks and grants them a power boost, its Mega Evolution this alone is a fantastic reason to put Pinsir on your team. With Aerilate-boosted Quick Attack, Mega Pinsir is also one of only two Pokemon to receive Flying-type priority, which allows it to check a variety of threats and helps it to Mega Evolve more easily. Unfortunately, with its Bug / Flying typing, Mega Pinsir does lose half of its health upon switching into Stealth Rock after mega evolving, but with a large variety of entry hazard removers in OU, this usually isn't as large of a problem as you might think it would be. Finally, Mega Pinsir is fairly predictable, as it is nearly always going to run a boosting move, both Quick Attack and a reliable STAB move, and Earthquake for coverage, leaving it with little room for other coverage moves.

Swords Dance
########
name: Swords Dance
move 1: Swords Dance
move 2: Quick Attack
move 3: Return
move 4: Earthquake
ability: Hyper Cutter / Moxie
item: Pinsirite
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

Moves
========

With Swords Dance, Mega Pinsir uses its fairly unique typing and good natural bulk to try to set up and sweep the opposing team. Thus, Swords Dance is a necessity for Mega Pinsir, and it works very well with Quick Attack. After the Aerilate boost, Mega Pinsir's Quick Attack hits roughly 78 Base Power, and after a Swords Dance, it can be used to take out most of the Pokemon that would be able to revenge kill it. Return is an incredibly powerful STAB attack for Mega Pinsir that has no drawbacks. Finally, Earthquake is used to take on the Steel-, Rock-, and Electric-type Pokemon that could otherwise take a hit from Mega Pinsir. Most notably, Earthquake is able to OHKO Aegislash in its Shield forme at +2.

Set Details
========

Pinsir should never be used seriously in OU without its Mega Evolution, so Pinsirite is the obvious choice for an item. The EVs are standard for a physical sweeper, though an Adamant nature can used instead of Jolly in order to OHKO standard Gliscor at +2 with Return and Latias at +2 with Quick Attack. Hyper Cutter is the most reliable choice for an ability on Pinsir in its regular state, as it keeps Intimidate users such as Landorus-T from lowering its Attack on the switch. Moxie is another viable choice to pick off a weakened foe before Mega Evolving in order to receive an Attack boost.

Usage Tips
========

Pinsir should usually only come into battle late-game after most of its checks and counters have been sufficiently weakened or knocked out. Still, it might be advantageous to bring it in earlier on into the match in order to Mega Evolve and pick off a weakened opponent with Quick Attack. Because its regular state only has base 85 Speed, it's best to Mega Evolve against something it can set up on or something that it can revenge kill with its Quick Attack. Mega Evolving is usually only difficult against more offensive teams that can keep up offensive pressure. Against more defensive teams, you can Mega Evolve Pinsir earlier on in hopes of wallbreaking with it. Thanks to its good physical bulk, Mega Pinsir can often set up against physical attackers that do not carry a super effective coverage move, including some variants of Azumarill, Air Balloon Excadrill, and even Bisharp. However, it's usually going to be easier to set up on a forced switch.

Team Options
========

Some of Mega Pinsir's best counters are things that defeat its checks and counters. A good example of this is Choice Specs Gothitelle, which can trap and KO all of Skarmory, Mandibuzz, Rotom-Wash, and Hippowdon and heavily damage or even remove Zapdos. Another good partner for this reason is Assault Vest Conkeldurr, which can easily switch into Rotom-Wash and Air Balloon Heatran, as it benefits from being burned and takes little from their attacks, and can threaten them with its Fighting STAB in return. A Rapid Spin or Defog user is another necessary partner, as Mega Pinsir relies a lot on its bulk in order to tank faster priority attacks and neutral hits while it sets up. Excadrill is a good partner, as it can use Rapid Spin and deal massive damage to Rotom-Wash with its Mold Breaker Earthquake, and Life Orb Latias can use Defog and Healing Wish to support Mega Pinsir, while also offering a good switch into Rotom-Wash, Thundurus, and Zapdos. Keldeo is another good partner, as it can come in on Rock-, Ice-, and Fire-type attacks very easily, and it threatens all of Mega Pinsir's best checks. Finally, Tyranitar is a great answer to Mega Pinsir's offensive checks. With its great bulk, Tyranitar can come in on anything that Mega Manectric and Talonflame have to offer and deal major damage to them with Pursuit as they switch out. Tyranitar can also check Thundurus and Raikou, though it will need to watch out for Superpower and Aura Sphere, respectively.

Other Options
########

Close Combat is another option for a coverage move on Mega Pinsir, as it hits Steel- and Rock-types while also being able to do solid damage to Rotom-Wash. However, not being able to touch Aegislash is a very bad thing, and the Defense and Special Defense drops from Close Combat greatly compromise Mega Pinsir's longevity. Thrash can also be used for an incredibly powerful STAB attack, but because Return is already very strong without any negative side effects, it is often the better option. Mold Breaker is also viable on Pinsir to hit Rotom-Wash with Earthquake before Mega Evolving, but this is fairly predictable because it shows the Mold Breaker message the opponent is notified of Mold Breaker upon entering. Bulk Up is usable, but Swords Dance's +2 Attack boost is almost always more beneficial than a +1 Defense boost. Facade would be a decent option on Mega Pinsir if it had to room to fit it on its set, as it would keep it from being useless should it become burned, but with each of its four moves being as important as they are, it should very rarely see use. Feint can also be used over Quick Attack in order to hit Talonflame and Weavile, as well as slower Extreme Speed users such as Dragonite and Lucario before they can hit Pinsir, but the lower Base Power makes this less viable than Quick Attack in most situations.

Checks & Counters
########

**Resistant Walls**: It takes a very specific type of wall to stop Mega Pinsir in its tracks. Pretty much the only Pokemon that keep it from sweeping need to resist both its STAB and its coverage move. Specifically, Rotom-Wash, Zapdos, and Skarmory are some of the best answers to Mega Pinsir because they need to be especially weakened if Mega Pinsir hopes to take them out.

**Revenge Killers**: Specifically, either faster priority users or faster Pokemon that resist Quick Attack are solid checks to Mega Pinsir. Talonflame is about as good of an offensive check to Mega Pinsir as you can hope for, as it can outspeed Mega Pinsir and OHKO it with Gale Wings Brave Bird even when using an Adamant nature. Weavile is also faster and can use Ice Shard to deal massive damage to Mega Pinsir. Although it isn't a damaging move, Thundurus is able to utilize its faster Prankster Thunder Wave in order to cripple Mega Pinsir, and it can even take one boosted Quick Attack and OHKO with Thunderbolt. Mamoswine has enough natural bulk to take a boosted Quick Attack and strike back with its own priority Ice Shard. Choice Scarf Tyranitar can outspeed and KO Mega Pinsir, and it even has the bulk to tank an unboosted Earthquake if it happens to miss Stone Edge. Similarly, Raikou (Actually this is KOd on the switch you might want to remove Raikou) and Mega Manectric can both outspeed and revenge kill Mega Pinsir without fearing its Quick Attack.

**Stealth Rock**: Though not quite as solid as the other means of checking Mega Pinsir, if you are able to keep Stealth Rock up throughout the match, Mega Pinsir will be much easier to take out. For offensive teams, this means setting Stealth Rock and keeping up offensive pressure on the opponent throughout the match in order to prevent them from using Rapid Spin or Defog. For more defensive teams, you should either try to take out the opponent's entry hazard remover or keep setting up Stealth Rock throughout the match.
 

BurningMan

fueled by beer
Why is Moxie slashed with Hyper Cutter?
Moxie is Pinsirs worst ability it is absurdly situational since the scenarios were you can really pick off a Pokemon with an unstabbed Return/quick attack or EQ are incredibly rare.
Mold Breaker at least at least deters Rotom-W from switching in mindless which creates some mindgames that are generally beneficial for the Pinsir user, but how often could somebody really make use out of Moxie?

IMO Hyper Cutter should be the only option, it is the most consistent of all three abilities that doesn't relies on overly specific game situations or mindgames that you might encounter in one of 30 matches.
 
Why is Moxie slashed with Hyper Cutter?
Moxie is Pinsirs worst ability it is absurdly situational since the scenarios were you can really pick off a Pokemon with an unstabbed Return/quick attack or EQ are incredibly rare.
Mold Breaker at least at least deters Rotom-W from switching in mindless which creates some mindgames that are generally beneficial for the Pinsir user, but how often could somebody really make use out of Moxie?

IMO Hyper Cutter should be the only option, it is the most consistent of all three abilities that doesn't relies on overly specific game situations or mindgames that you might encounter in one of 30 matches.
I don't know, is Hyper Cutter really the best option? I mean, by the time the opponent has sent out their Intimidate user, you've usually already Mega Evolved... I personally feel as though Mold Breaker is the best ability, as it's actually a lot less situational than it may seem. A lot of teams tend to immediately switch in Rotom-W on Pinsir, especially if its their only counter to it. However, if you prolong the Mega Evolution while going for the Swords Dance, you can basically guarantee a kill on either Rotom-W or another team member. I honestly feel the Hyper Cutter quite situational itself, as even if Mega Pinsir is able to avoid the Indimindate drop from the likes of Lando-T/Mega Manetric, it's still OHKO'd by Stone Edge/Overheat. (Stone Edge needs to be after Stealth Rocks, but it still does about 90% to Pinsir)

I will agree, though, that I don't feel that Moxie is the best ability. If people don't see that Pinsir is breaking the Mold, they will almost always switch out to prevent you from getting the Moxie boost.

Anyways maybe I'm missing something (which I probably am tbh), and I'm not too avid of a Mega Pinsir player, but I do kinda feel that Mold Breaker should get the first slash.
 
+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Landorus-T: 382-450 (100 - 117.8%) -- guaranteed OHKO

This is why it's super significant. It's true that teams usually pack more than just Landorus-T as their Pinsir check, but it is a prominent one, and it's been helpful many times to avoid the Intimidate drop and use Swords Dance as they switch to it. Other Intimidate users like Gyarados are also common or gaining popularity. Mold Breaker is really only there for Rotom-W, so it's a question of which check you want an easier time with. Rotom-W, though, you have to delay Mega Evolving to get the benefits, which is why I see Hyper Cutter as superior.
 
+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Landorus-T: 382-450 (100 - 117.8%) -- guaranteed OHKO

This is why it's super significant. It's true that teams usually pack more than just Landorus-T as their Pinsir check, but it is a prominent one, and it's been helpful many times to avoid the Intimidate drop and use Swords Dance as they switch to it. Other Intimidate users like Gyarados are also common or gaining popularity. Mold Breaker is really only there for Rotom-W, so it's a question of which check you want an easier time with. Rotom-W, though, you have to delay Mega Evolving to get the benefits, which is why I see Hyper Cutter as superior.
Ok, thanks for the clarification. I still do believe that Mold Breaker definitely worth a slash, though, as it allows Pinsir to beat one of its most common counters.
 
Ok, thanks for the clarification. I still do believe that Mold Breaker definitely worth a slash, though, as it allows Pinsir to beat one of its most common counters.
I agree with this, even though Mold Breaker is shown on screen, just having Pinsir with it allows him to check Rotom-W if need be and play mindgames.
 
Moves
========

After the Aerilate boost, Mega Pinsir's Quick Attack hits roughly 78 Base Power, and after a Sword Dance, it can be used to take out most of the Pokemon that would otherwise be able to revenge kill it.

Team Options
========

Some of Mega Pinsir's best counters are things that defeat its checks and counters.
Treecko pls
 

LilOu

PO poopyhead
As a massive user of Mega Pinsir (since XY first came out), I read this and, from my experience, I have to disagree.

an Adamant nature can used instead of Jolly in order to OHKO standard Gliscor at +2 with Return and Latias at +2 with Quick Attack.
  • +2 252+ Atk Aerilate Mega Pinsir Quick Attack vs. 72 HP / 0 Def Latias: 232-274 (72.7 - 85.8%) -- guaranteed 2HKO after Leftovers recovery
Not even Latios as a 6% is pretty lame.
  • +2 252+ Atk Aerilate Mega Pinsir Quick Attack vs. 4 HP / 0 Def Latios: 256-303 (84.7 - 100.3%) -- 6.3% chance to OHKO
 
that was supposed to be Latios anyways
and Latios is KO'd after Rocks
so I'll just add "after Stealth Rock" and fix it to Latios
 

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