National Dex Mega Pinsir (Done)

Sputnik

Bono My Tires are Deceased
is a Contributor Alumnus
:ss/pinsir-mega:
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Quick Attack
move 4: Close Combat / Stone Edge
item: Pinsirite
ability: Hyper Cutter
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Mega Pinsir serves as a rather subpar hyper offense sweeper in National Dex. Aerilate gives it powerful Flying-type STAB and, uniquely, priority moves, allowing it to pressure certain faster Pokemon such as Hawlucha, Greninja, and Serperior. However, it faces heavy competition for the Mega slot on hyper offense teams from Mega Gyarados, Mega Garchomp, and Mega Scizor, which are much better because they bring defensive utility to a team, whereas Mega Pinsir has next to none. It also cannot hit all of the metagame for significant damage at once, as it only has room for one coverage move; Close Combat variants are walled by Zapdos, while Stone Edge variants struggle with Steel-types such as Heatran, Mega Mawile, and Melmetal. It also must run Earthquake to even consider touching Aegislash, which lets Corviknight and Rotom-W wall it completely. Additionally, faster Flying-resistant Pokemon, such as Tapu Koko, Mega Diancie, and Zeraora, halt Mega Pinsir in its tracks. Priority moves from Weavile, Mega Scizor, and Mega Lopunny can mess with it as well. Mega Pinsir's unfortunate Speed tier also leaves it outpaced by several common Pokemon that survive even a +2 Quick Attack; Mega Latias, Kartana, and Choice Scarf Landorus-T, Tapu Lele, and Jirachi all fall into this category. Mega Pinsir's horrible 4x weakness to Stealth Rock also complicates matters, as it can require a lot of support and careful play to get around. These obstacles prevent Mega Pinsir from making progress consistently against many teams in the metagame, making it a poor choice for the vast majority of teams.

Close Combat is the preferred last move in order to hit Steel-types such as Melmetal, Heatran, and Ferrothorn for super effective damage. Stone Edge can be used instead, as it hits Zapdos hard. However, this prevents Mega Pinsir from hitting most Steel-types. Earthquake can be considered, as it allows Mega Pinsir to hit Aegislash while also dealing decent damage to Mega Mawile, Heatran, and Toxapex, but being walled completely by Corviknight and Rotom-W is not preferable. Hyper Cutter is the preferred primary ability, as it blocks Intimidate before Pinsir Mega Evolves. Mega Pinsir is best used on hyper offense teams, where it can work with its teammates to beat down its checks and counters and potentially sweep if the opportunity arises. Teams that have Mega Pinsir should also utilize lead Excadrill in order to best keep Stealth Rock off the field. However, due to the plethora of better options hyper offense teams have available, the insane amount of support from its team that's required, and its inconsistency as a sweeper, it's generally best to stay away from using it. best keep Stealth Rock off the field.

[CREDITS]
- Written by: [[Sputnik, 475916]]
- Quality checked by: [[The Dragon Master, 521275], [adem, 529732]]
- Grammar checked by: [[queez, 229690], [Finland, 517429]]
 
Last edited:

The Dragon Master

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Add comment remove



:ss/pinsir-mega:
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Quick Attack
move 4: Close Combat / Stone Edge
item: Pinsirite
ability: Hyper Cutter
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Mega Pinsir acts as a rather subpar Hyper Offense sweeper in National Dex. Aerilate gives Mega Pinsir powerful Flying-type STAB and unique access to Flying-type priority mention mons that this can be useful against, and it can use Swords Dance to boost its attacks to high levels. Unfortunately, Mega Pinsir is held back in the metagame by numerous flaws. It cannot hit everything that it wants to, as it only has room for one other coverage move. This leaves Mega Pinsir walled by common threats no matter what it does; Close Combat variants are walled by Zapdos, while Stone Edge variants struggle with Steel-types such as Heatran, Mega Mawile, and Melmetal. It also must run Earthquake to even consider touching Aegislash, which leaves it walled completely by Corviknight and Rotom-W. Additionally, faster Flying-resists, such as Tapu Koko, Mega Diancie, and Zeraora, halt Mega Pinsir in its tracks, and priority from Weavile, Mega Scizor, and Mega Lopunny can mess with it as well. Mega Pinsir's unfortunate speed tier also leaves it outpaced by several common Pokemon that aren't OHKOed by Quick Attack even at +2 when boosted; Mega Latias, Kartana, and Choice Scarf Landorus-T all fall into this category. Mega Pinsir's horrible hazard weakness also complicates matters, as its Stealth Rock weakness can require a lot of support and careful play to get around. somewhere in this extremely long list of negatives mention competition with other megas These obstacles prevent Mega Pinsir from making progress consistently against many teams in the metagame, making it a poor choice for the vast majority of teams.

Close Combat is the preferred last move in order to hit Steel-types such as Melmetal, Heatran, and Ferrothorn. Stone Edge can be used, however, as it hits Zapdos hard while also pushing some progress onto Corviknight. mention why this move is worse Earthquake can be considered, as it allows Mega Pinsir to hit Aegislash while also pushing more damage onto Mega Mawile, but being walled completely by Corviknight and Rotom-W is not preferable. Hyper Cutter is the preferred primary ability, as it means that Mega Pinsir cannot be affected by Intimidate before it Mega Evolves. A Jolly Nature is needed to outrun threats such as Mega Medicham, Victini, Hydreigon, and Kyurem. Mega Pinsir is best utilized on Hyper Offense teams, where it can work in conjunction with its teammates to beat down its checks and counters and potentially sweep if the opportunity arises. Mention here that it needs exca lead However, Hyper Offense has better options available; particularly, Mega Garchomp and Mega Scizor gyra too are both far superior Mega Evolutions on Hyper Offense, as both beat a significantly larger portion of the metagame and need less support than Mega Pinsir to be effective.

[CREDITS]
- Written by: [[username1, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Man reading this is so sad, well done tho

QC 1/2
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adem

her
is a Tutoris a Site Content Manageris a Smogon Discord Contributoris a Top Team Rater Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Trial QC Check!
Additions Removals Comments !
Approved by: pannuracotta


:ss/pinsir-mega:
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Quick Attack
move 4: Close Combat / Stone Edge
item: Pinsirite
ability: Hyper Cutter
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Mega Pinsir acts as a rather subpar Hyper Offense sweeper in National Dex. Aerilate gives Mega Pinsir powerful Flying-type STAB and unique access to Flying-type priority, therefore allowing it to pressure certain faster Pokemon, such as Greninja, Hawlucha, and Serperior. It can also use Swords Dance to boost its attacks to high levels. Its ability in Aerilate gives it access to powerful flying-type stab, and unique access to flying-type priority moves, allowing it to pressure certain faster Pokemon such as Hawlucha, Greninja, and Serperior. Despite all this, its held back in the metagame by numerous flaws. It faces heavy competition as mega slot on HO from Mega Gyarados, Garchomp, and Scizor, which are much better as they bring defensive utility to a team, whereas Mega Pinsir as next to none. Unfortunately, It cannot hit everything that it wants to, as it only has room for one other coverage move. All of this combined, turns Mega Pinsir into a rather lackluster and inconsistent Pokemon. Moved the megas part here bc that relates more to why its bad Unfortunately, Mega Pinsir is held back in the metagame by numerous flaws. It cannot hit everything that it wants to, as it only has room for one other coverage move. This leaves Mega Pinsir walled by common threats no matter what it does; Close Combat variants are walled by Zapdos, while Stone Edge variants struggle with Steel-types such as Heatran, Mega Mawile, and Melmetal. It also must run Earthquake to even consider touching Aegislash, which leaves it walled completely by Corviknight and Rotom-W. Additionally, faster Flying-resists, such as Tapu Koko, Mega Diancie, and Zeraora, halt Mega Pinsir in its tracks, and priority from Weavile, Mega Scizor, and Mega Lopunny can mess with it as well. Mega Pinsir's unfortunate speed tier also leaves it outpaced by several common Pokemon that aren't OHKOed by Quick Attack even when boosted; Mega Latias, Kartana, and Choice Scarf Landorus-T, Tapu Lele and Jirachi all fall into this category. ( Mega Pinsir's horrible hazard weakness also complicates matters, as its Stealth Rock weakness can require a lot of support and careful play to get around. ) Merge this sentence abt being rocks weak with the part about driller as a teammateThese obstacles prevent Mega Pinsir from making progress consistently against many teams in the metagame, making it a poor choice for the vast majority of teams. You mention its a subpar sweeper first, so mentioning why its subpar should also be first

Close Combat is the preferred last move in order to hit Steel- and Rock-types such as Melmetal, Heatran, Tyranitar and Ferrothorn. Stone Edge can be used, however, as it hits Zapdos hard.(ap)while also pushing some progress onto Corviknight doesnt even 2hko at +2, nr notable progress. However, This prevents Mega Pinsir from hitting most Steel-types, however. Earthquake can be considered, as it allows Mega Pinsir to hit Aegislash while also pushing more damage onto Mega Mawile mention tran and pex here asw, but being walled completely by Corviknight and Rotom-W is not preferable. Hyper Cutter is the preferred primary ability, as it means that Mega Pinsir cannot be affected by Intimidate before it Mega Evolves. A Jolly Nature is needed to outrun threats such as Mega Medicham, Victini, Hydreigon, and Kyurem. fluff Mega Pinsir is best utilized on Hyper Offense teams, where it can work in conjunction with its teammates to beat down its checks and counters and potentially sweep if the opportunity arises. Teams utilizing repetition of “utilise” here is not pog, change it to smtg else Mega Pinsir should utilize lead Excadrill in order to keep hazards off to the best of their ability As mentioned above, mention why bc of its horrid rocks weakness it shld be paired w drill lead here as well as use a diff verb instead of "utilize" bc of the repetition. However, Hyper Offense has better options available particularly, Mega Garchomp, Mega Scizor, and Mega Gyarados are all far superior Mega Evolutions on Hyper Offense, as both beat a significantly larger portion of the metagame and need less support than Mega Pinsir to be effective. However, due to the plethora of better options Hyper Offense teams has have available, the insane amount of support from its team that's required, and its inconsistency as a sweeper, its generally best to stay away from using it.

[CREDITS]
- Written by: [[username1, userid1]] update this !
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

2/2
 
Last edited:

queez

wandering and wondering
is a Battle Simulator Moderator Alumnus
Additions
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Comments

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Quick Attack
move 4: Close Combat / Stone Edge
item: Pinsirite
ability: Hyper Cutter
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Mega Pinsir acts serves as a rather subpar Hyper Offense hyper offense sweeper in National Dex. Aerilate gives Mega Pinsir powerful Flying-type STAB moves and unique access to a Flying-type priority move, therefore allowing it to pressure certain faster Pokemon, such as Greninja, Hawlucha, and Serperior. It can also use Swords Dance to boost its Attack attacks to high levels. Unfortunately, Mega Pinsir is held back in the metagame by numerous flaws. It cannot hit everything that it wants to a great deal of the metagame for significant damage, as it only has room for one other coverage move. This leaves Mega Pinsir walled by common threats no matter what it does; Close Combat variants are walled by Zapdos, while Stone Edge variants struggle with Steel-types such as Heatran, Mega Mawile, and Melmetal. It also must run Earthquake to even consider touching Aegislash, which leaves it walled completely by Corviknight and Rotom-W. Additionally, faster Flying-type resists, such as Tapu Koko, Mega Diancie, and Zeraora, halt Mega Pinsir in its tracks,.(comma ->period) and priority Priority moves from Weavile, Mega Scizor, and Mega Lopunny can mess with it as well. Mega Pinsir's unfortunate speed tier also leaves it outpaced by several common Pokemon that aren't OHKOed by Quick Attack even when boosted after a Swords Dance boost; Mega Latias, Kartana, and Choice Scarf Landorus-T all fall into this category. Mega Pinsir's horrible hazard weakness also complicates matters, as its 4x weakness to Stealth Rock weakness can require a lot of support and careful play to get around. These obstacles prevent Mega Pinsir from making progress consistently against many teams in the metagame, making it a poor choice for the vast majority of teams.

Close Combat is the preferred last move in order to hit Steel-types such as Melmetal, Heatran, and Ferrothorn for super effective damage. Stone Edge can be used,(remove comma) however instead, as it hits Zapdos hard while also pushing some progress onto dealing decent damage to Corviknight. This prevents Mega Pinsir from hitting most Steel-types, however. Earthquake can be considered, as it allows Mega Pinsir to hit Aegislash while also pushing more damage onto Mega Mawile, but being walled completely by Corviknight and Rotom-W is not preferable. Hyper Cutter is the preferred primary ability, as it means that Mega Pinsir cannot be affected by Intimidate before it Mega Evolves. A Jolly Nature nature is needed to outrun outspeed threats such as Mega Medicham, Victini, Hydreigon, and Kyurem. Mega Pinsir is best utilized on Hyper Offense hyper offense teams, where it can work in conjunction with its teammates to beat down its checks and counters and potentially sweep if the opportunity arises. Teams utilizing Mega Pinsir should also utilize lead Excadrill in order to keep dismiss hazards off to the best of their ability. However, Hyper Offense hyper offense has better options available; particularly, Mega Garchomp, Mega Scizor, and Mega Gyarados are all far superior Mega Evolutions on Hyper Offense hyper offense, as both beat a significantly larger portion of the metagame and need less support than Mega Pinsir does to be effective.

[CREDITS]
- Written by: [[Sputnik, 475916]]
- Quality checked by: [[The Dragon Master, 521275], [adem, 529732]]
- Grammar checked by: [[username1, userid1]]

gp 1/1 @_@
 
Last edited:

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
for changes and requested re gp

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Finland Add/Fix Finland Remove
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Quick Attack
move 4: Close Combat / Stone Edge
item: Pinsirite
ability: Hyper Cutter
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Mega Pinsir acts serves as a rather subpar Hyper Offense hyper offense sweeper in National Dex. Its ability Aerilate gives it access to Aerilate gives it powerful Flying-type stab, and unique access to Flying-type STAB and, uniquely, priority moves, allowing it to pressure certain faster Pokemon such as Hawlucha, Greninja, and Serperior. Despite all this, its held back in the metagame by numerous flaws. It faces heavy competition as Mega slot on HO from Mega Gyarados, Garchomp, and However, it faces heavy competition for the Mega slot on hyper offense teams from Mega Gyarados, Mega Garchomp, and Mega Scizor, which are much better as because they bring defensive utility to a team, whereas Mega Pinsir has next to none. It also cannot hit everything that it wants to, all of the metagame for significant damage at once, as it only has room for one other coverage move. This leaves Mega Pinsir walled by common threats no matter what it does; coverage move; Close Combat variants are walled by Zapdos, while Stone Edge variants struggle with Steel-types such as Heatran, Mega Mawile, and Melmetal. It also must run Earthquake to even consider touching Aegislash, which leaves it walled completely by lets Corviknight and Rotom-W wall it completely. Additionally, faster Flying-resists, Flying-resistant Pokemon, such as Tapu Koko, Mega Diancie, and Zeraora, halt Mega Pinsir in its tracks. (comma -> period) and priority Priority moves from Weavile, Mega Scizor, and Mega Lopunny can mess with it as well. Mega Pinsir's unfortunate Speed tier also leaves it outpaced by several common Pokemon that aren't OHKOed by Quick Attack even when boosted; survive even a +2 Quick Attack; Mega Latias, Kartana, and Choice Scarf Landorus-T, Tapu Lele, and Jirachi all fall into this category. Mega Pinsir's horrible hazard weakness 4x weakness to Stealth Rock also complicates matters, as its weakness to Stealth Rock it can require a lot of support and careful play to get around. These obstacles prevent Mega Pinsir from making progress consistently against many teams in the metagame, making it a poor choice for the vast majority of teams.

Close Combat is the preferred last move in order to hit Steel-types such as Melmetal, Heatran, and Ferrothorn for super effective damage. Stone Edge can be used, (remove comma) however, instead, as it hits Zapdos hard. However, this prevents Mega Pinsir from hitting most Steel-types. Earthquake can be considered, as it allows Mega Pinsir to hit Aegislash while also pushing more damage onto dealing decent damage to Mega Mawile, Heatran, and Toxapex, but being walled completely by Corviknight and Rotom-W is not preferable. Hyper Cutter is the preferred primary ability, as it means that Mega Pinsir cannot be affected by Intimidate before it blocks Intimidate before Pinsir Mega Evolves. Mega Pinsir is best used on Hyper Offense hyper offense teams, where it can work in conjunction with its teammates to beat down its checks and counters and potentially sweep if the opportunity arises. Teams that have Mega Pinsir should also utilize lead Excadrill in order to keep hazards off to the best of their ability. However, due to the plethora of better options Hyper Offense teams have available, the insane amount of support from its team that's required, and its inconsistency as a sweeper, it's generally best to stay away from using it. best keep Stealth Rock off the field.

[CREDITS]
- Written by: [[Sputnik, 475916]]
- Quality checked by: [[The Dragon Master, 521275], [adem, 529732]]
- Grammar checked by: [[queez, 229690], [Finland, 517429]]

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