• Welcome to ZD Forums! You must create an account and log in to see and participate in the Shoutbox chat on this main index page.

Pokemon of the Week #6 - Mega Pinsir

Terminus

If I was a wizard this wouldn't be happening to me
Joined
May 20, 2012
Location
Sub-Orbital Trajectory
Gender
Anarcho-Communist
#127 - Pinsir
250px-127Pinsir.png

BugIC_Big.png

Species: Stag Beetle Pokémon
Abilities: Hyper Cutter/Mold Breaker/Moxie (Hidden)
Height: 4'11"/1.5M
Weight: 121.3 LBs/55 Kg​

Notable Moves:
127.gif

Quick Attack (Egg Move from Masquerain/Scyther/Accelgor)
Superpower (Egg move from Pinsir that learned it in Gen V)
Return (TM)
X Scissor (TM)
Earthquake (TM)

Base Stats:
127.gif


Normal

HP: 65
Attack: 125
Defense: 100
Special Attack: 55
Special Defense: 70
Speed: 85
Total: 500

Mega

HP: 65
Attack: 155
Defense: 120
Special Attack: 65
Special Defense: 90
Speed: 105
Total: 600

Overview:
Pinsir, a pure Bug-type from the original 151, was the Pokemon Blue exclusive
213px-Samurai_Pinsir.png
opposite of the ever-popular Scyther. The bug monotype and average stats all but precluded him from the competitive scene until Generation VI.

Normal Pinsir's Base Stats are nothing really excellent, about par with any Pokemon that doesn't evolve. Useful near the beginning of the game, but less so later on and in the competitive scene.
125px-Emerald_Pinsir_Adventures.png
Mega Pinsir gets a few Defensive boosts, but they don't do him any real favors. Gaining the secondary flying type makes for a crippling 4x weakness to Stealth Rock, as well as a weakness to Volt Switch, Ice Shard, T-bolt, and many more common moves. His real value is in hitting very hard and very fast.

Weaknesses aside, Mega Pinsir has excellent sweeping potential. It has a fairly broad movepool and the new Aerilate ability (turns all Normal-type moves into Flying type and gives them a 30% boost in power). This allows for the only flying type priority moves available (except Talonflame's Brave Bird), which can be of great use. Three decent abilities in Hyper Cutter (protects against the prevalent Intimidate), Mold Breaker (allows you to attack through abilities before going Mega) and Moxie (allows you to get a +1 to Attack if you KO a Pokemon before clicking "mega Evolve") round out Pinsir's general options.


Viable Sets:
127.gif


1. "Horriflying"
pinsir-mega.gif

Pinsir @Pinsirite
Ability: Moxie
Nature: Adamant
EVs: 252 Atk, 252Spe, 4 HP
-Quick Attack
-Return
-Earthquake
-X-Scissor

*Using Quick Attack before Mega Evolving to take out a Sashed Pokemon (or anything low on HP) will allow you to get a free +1, greatly increasing your sweeping potential (especially with an Aerilate-boosted Return, with an astonishing 133 Base Power before STA:cool:.

2. "Stallbreaker"
pinsir-mega.gif

Pinsir @Pinsirite
Ability: Hyper Cutter
Nature: Adamant/Jolly
EVs: 252 Atk, 252 Spe, 4 HP
-Feint
-Return
-X-Scissor
-Swords Dance

*This is designed for the VGC format, with Feint breaking through all variants of Protect (when boosted by Aerilate, no Pokemon is immune to it). Feint on a predicted Protect, then take it out with your second Pokemon. Hyper cutter allows you to resist Intimidates, but you lose this upon Mega Evolving.

Team Options:
127.gif


1. Garchomp:
garchomp.gif


*Since Garchomp gets access to the Flinch-machine known as Rock Slide, it can provide some measure of insurance for Pinsir ina Doubles match.

2. Metagross:
376.gif


*Pinsir's abundance of weaknesses are almost universally resisted by Metagross. Swap it in on an expected Stone Edge or Ice Shard, and go from there (does not apply to Fire moves).

Checks and Counters:
127.gif


1. Talonflame:
talonflame.gif


*Two words: Brave Bird. A 120 Base Power STAB attack with Supereffective status against poor defense? Add in the Priority, and there is next to no way a Pinsir can even begin to get an attack off. Flare Blitz can also do some damage, but that opens you up for an attack, and Aerilate-boosted Return is not something Talonflame has the bulk to take very well.

2. Mega Manectric:
manectric-mega.gif


*Mege Manectric's Intimidate will cripple Pinsir's Attack, and therefore its sweeping potential, and either hit it with a STAB Volt Switch or Thunderbolt (depending on preference). Volt switching will allow you to get extra damage off and get another Intimidate later on. Alternatively, if you see your opponent has a Garchomp left alive, go for the Hidden Power Ice. It will do heavy damage to Pinsir and definitely OHKO the Garchomp switch-in.
 

Users who are viewing this thread

Top Bottom