==General== *Gained a Mega Evolution which is one of the best late-game setup sweepers in the game *Aerilate gives it a strong Flying-STAB in Return as well as a powerful priority STAB in Quick Attack *Amazing Attack and Speed stats with a decent 120 base Defense to boot *Massive x4 weakness to Stealth Rock *Its 3 abilities are all superb *Its normal forme is still subpar in OU, though its mega forme more than makes up for this. *Predictable ==Swords Dance== Pinsir @ Pinsirite Trait: Hyper Cutter EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature (+Spe, -SAtk) / Adamant Nature (+Atk, -SAtk) -Swords Dance -Return -Quick Attack -Close Combat / Earthquake ===Set Comments=== *Standard Pinsir set *Swords Dance boosts Pinsir's Attack to absurd levels *Return is Pinsir's strongest reliable STAB with no drawbacks *Quick Attack is great for picking off weakened foes who are faster than Pinsir *Close Combat general coverage especially vs. Rock-types *Earthquake for Electric-types like Mega Manectric *Hyper Cutter is the preferred ability for normal Pinsir as it prevents Intimidate users from switching in and ruining Pinsir's sweep *Moxie is good for getting a quick Attack boost by killing a weakened Pokemon, while Mold Breaker allows Pinsir to nail Rotom-W on the switch, though both abilities require you to wait before mega evolving *Bring Pinsir in when you are sure you can pull a late game sweep with it, and set it up on something that will most likely switch out ===Synergy=== *Rapid Spin or Defog user *Status absorber like Assault Vest Conkeldurr, especially to absorb burns and paralysis *Excadrill can use Rapid Spin while smacking Rotom-W with a super-effective Earthquake thanks to Mold Breaker *Anything that can come in on Rock-, Ice-, or Fire-type attacks are good teammates *Lures / counters to common checks and counters of Pinsir *Talonflame (Bird core; can tear up each other's checks + counters) *Kyurem-B (handles things like Zapdos, Rotom-W (Teravolt), and Skarmory) ==Other Options== *Earthquake *Thrash *Bulk Up *X-Scissor *Feint (outprioritized Talonflame's Brave Bird and other Pokemon's ExtremeSpeed) ==Checks and Counters== *Zapdos (Physically Defensive) *Stealth Rock *Rotom-W (unless using Mold Breaker Pinsir, in which case you can't Mega Evolve if you're trying to hit it with Earthquake) *Skarmory *Talonflame (Brave Bird) *Weavile (Ice Shard) *Prankster status users (Sableye's Will-O-Wisp, Klefki and Thundurus-I's Thunder Wave) I lost this entire analysis once when my computer crashed when I finished so forgive me if I'm missing things
Hyper Cutter is arguable inferior to Moxie and to a lesser extent, Mold Breaker. You should maybe say Physically Defensive Zapdos instead of just Zapdos, because Offensive Zapdos is no issue for Mega Pinsir at all +2 252 Atk Aerilate Mega Pinsir Return vs. 4 HP / 0 Def Zapdos: 283-333 (87.8 - 103.4%) -- guaranteed OHKO after Stealth Rock
I personally like Mold Breaker over Hyper Cutter because it hits pokemon such as Rotom-W with Earthquake, if predicted well, but we're catering to the norm here and not everyone is going to be thinking like that, so Hyper Cutter is fine I suppose. Lures and counters to pokemon like Landorus-T, Rotom-W, and Zapdos make good partners for the synergy section. A few examples of this could be (Ice Beam) Tyranitar, Latios, and Greninja. Overall, good analysis that is brief and to the point, but doesn't miss much.
I personally don't find Mold Breaker Pinsir as good as it's made out to be because the message "Pinsir breaks the mold!" basically reveals what you will be trying to do, whereas Hyper Cutter and Moxie are not so obvious For me it would be Hyper Cutter > Moxie > Mold Breaker, but all abilities are good and they are all viable; I just didn't slash all 3 abilities because that looks retarded
Ehh, you can list all three abilities if absolutely necessary. I did so once with Luxray's NU analysis. It had a set (Choice Band I think), where all three abilities were perfectly viable. I'll admit, it does look silly though...
I think Fient should deserve a mention. Not my own idea but it outprioritizes Talonflame's BB, Thundurus' T-wave and Dragonite's E-speed in exchange with 25% power drop compared with Quick Attack.
I'm not aware of Fient's mechanics, so I'll take your word for it on how it functions, but it's still hardly ever worth the actual moveslot. You have to fodder off Quick Attack's power in exchange for the extra priority which helps against Talon and Thundy, while missing out on all of the kills that Quick Attack gets at +2. Minimal OO mention at best, I wouldn't even mention it.
I can vouch for Feint, as its high priority (+2 or 3, I think) outruns all other attacks except for faster ExtremeSpeeds, of which there are none in OU iirc. Sure, it's not that powerful, but: +2 252 Atk Aerilate Mega Pinsir Feint vs. 4 HP / 0 Def Talonflame: 193-228 (64.7 - 76.5%) Under the right circs, it could certainly make a difference? *shrugs*
FUCK needing three approvals makes no sense cuz now there are no more QC to review fuk it QC 3/3 this is approved now yay
No self approving, ban For analysises done by a QC member, the required amount of approvals for the OU section is all QC members bar the member who made the skeleton for now on. Ez fix
Hi hello, I have a few nitpicky things to mention: This is wrong, all three of Pinsir's normal abilities are really just situational at best. I don't think this needs to be mentioned, as Pinsir won't be staying around for long anyway, it'll just Mega Evolve immediately (unless you're running Mold Breaker, that is). In the synergy section, I highly recommend including Talonflame to create a "Bird Core" as they call it on Smogon. This core is great at breaking apart each other's checks ans counters for one to sweep late-game. Pokemon like Kyurem-B are also appreciated for switching into and getting rid of the likes of Zapdos, Rotom-W, and Skarmory, all of which are hard counters to Mega Pinsir. Physically defensive Zapdos needs to be listed first in C&C, as it is the only Pokemn that fears literally nothing from Mega Pinsir, and can OHKO or do a lot back with Thunderbolt. Aside from these nitpicks, this was a job well done. I hope I helped :)
I'm no OU master, but with Aegislash and Mega Mawile being gone Close Combat seems like generally a superior option to Earthquake. Earthquake still hits Mega Manectric for good damage so I'm not sure if it should be removed altogether, mentioned in set comments, or slashed after Close Combat.
I use an all out offensive with Jolly, 252 EVs to Atk and Speed and rest in HP. I use the moves Rock Slide/Close Combat/QA/Return with Mold Breaker as the first ability
What use is Rock Slide on Mega Pinsir? Also putting the leftovers 4 evs into hp give you an even hp number which means you die from Stealth Rock after switching in twice. Looking back at this, in the Synergy options Magnezone should definitely be listed since it traps MPinsir's key check Skarmory. OO should have subflail (gimmicky but w/e) and Knock Off (to hit shed shell Skarm so mag can trap it and also knocking off Doublade's Eviolite)
You do know about a Pokemon named named Talonflame rt? Also I know about SR damage, Given enough support this Pinsir is a dangerous threat.
Aerialite Return cleanly 1hkoes Talonflame on the switch anyway. In a 1v1 situation there is 0 possibility that Pinsir beats Talonflame because Talonflame has prio bb which 1hkoes pinsir. There is absolutely 0 reason to give up SD for an inferior move and SD does give Pinsir extra power to clean frail offense teams with just QA alone given the chance to set-up.