Monotype Pinsir

Vid

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[OVERVIEW]

Bug
========

Mega Pinsir has high Attack and Speed stats along with Swords Dance, which make it an excellent late-game sweeper. It also has good bulk, meaning that it has many opportunities to set up Swords Dance. Once Pinsir Mega Evolves, it gains a Flying typing along with the ability Aerilate, changing its Normal-type attacks into Flying-type attacks, allowing Mega Pinsir to easily revenge kill many threats with Quick Attack. Mega Pinsir is also fast, being able to outspeed threats such as Kyurem-B and Landorus. However, Mega Pinsir has a devastating weakness to Stealth Rock, meaning Rapid Spin support from Armaldo or Forretress is necessary. Its Flying typing adds a weakness to Electric- and Ice-type attacks while also stacking a weakness to Rock-type attacks. Mega Pinsir also faces competition from Mega Scizor and Mega Heracross, as Mega Scizor is a bulky setup sweeper with reliable recovery, while Mega Heracross is a fearsome wallbreaker.

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

[SET COMMENTS]
Moves
========

Swords Dance allows Mega Pinsir to boost its Attack stat, allowing it to be a good setup sweeper. Return is Mega Pinsir's main STAB Flying-type attack and hits Fighting-, Grass-, and Bug-types such as Breloom, Mega Venusaur, and Volcarona. Quick Attack is a strong priority move that allows Mega Pinsir to revenge kill fast threats such as Infernape and Mega Gallade. Close Combat is coverage that hits Steel- and Rock-types that would otherwise wall Mega Pinsir such as Heatran and Tyranitar.

Set Details
========

Maximum Attack investment allows Mega Pinsir to hit as hard as possible. Maximum Speed investment along with a Jolly Nature ensures that Pinsir is as fast as possible, outspeeding threats such as Kyurem-B and Garchomp. Moxie is the preferred ability over Hyper Cutter and Mold Breaker because it lets Pinsir boost its Attack stat if it KOes a Pokemon before Mega Evolving. Pinsirite allows Pinsir to become Mega Pinsir while also granting it the ability Aerilate. Aerilate turns its Normal-type attacks into Flying-type attacks and gives them a slight boost.

Usage Tips
========

Remove entry hazards before sending in Mega Pinsir, as it gains a 4x weakness to Stealth Rock when it Mega Evolves. If Pinsir can KO a weakened target, it is usually best not to Mega Evolve so Pinsir can get an Attack boost from Moxie. However, trying to get a free Moxie boost is extremely predictable and can give the opponent a free switch because of Pinsir's mediocre Attack stat. Avoid unnecessarily switching into attacks because Mega Pinsir needs to be at high HP to take most powerful attacks. Use Mega Pinsir early-game to wallbreak to possibly help Heracross and Volcarona clean late-game, while late-game it should be used to sweep the opponent's team. Use pivots such as U-turn Scizor and Volt Switch Galvantula so Mega Pinsir can be brought in safely. Avoid status, especially burn and paralysis, because burns halve its Attack stat, while paralysis leaves it susceptible to revenge killers. Mega Pinsir only has decent Defense, so it is best to set up on a predicted switch or Ground-type attack so Mega Pinsir doesn't take unnecessary damage.

Team Options
========

Armaldo and Forretress can remove entry hazards with Rapid Spin while also being able to set up Stealth Rock, making it easier for Mega Pinsir to sweep. Scizor can pivot using U-turn, allowing Mega Pinsir to be brought in safely. Scizor can also run Defog to remove Stealth Rock for Mega Pinsir and check Ice- and Rock-types with its STAB Technician-boosted Bullet Punch. Galvantula can set up Sticky Web, allowing Mega Pinsir to outspeed faster threats such as Choice Scarf Victini and Greninja, and eliminate some of Mega Pinsir's checks and counters such as Skarmory and Staraptor. Volcarona can eliminate physical walls such as Skarmory and Landorus-T with its powerful special attacks, while Mega Pinsir can KO special walls such as Chansey and Empoleon. Volcarona can also set up on Mega Pinsir's checks such as Zapdos and Doublade, while Mega Pinsir can set up on Alolan Muk and Chansey. Heracross, Buzzwole, and Scolipede can use their powerful Bug-type attacks to eliminate bulky Psychic-types such as Slowbro and Mew that can cripple Mega Pinsir. Araquanid can switch into powerful special Fire-type attacks from the likes of Mega Charizard Y and Volcarona while also being a good switch-in for Will-O-Wisp and Scald, preventing Mega Pinsir from being burned.

[STRATEGY COMMENTS]
Other Options
=============

Bug
--------
Earthquake can be used as an alternative way to hit Steel-types, but it is outclassed by Close Combat because the latter can hit Skarmory and Celesteela. Hyper Cutter can be run to better deal with Intimidate users such as Landorus-T and Gyarados, but they are too uncommon to justify using it.

Checks and Counters
===================

Bug
--------
**Electric-types**: Fast Electric-types such as Tapu Koko and Alolan Raichu can take an Aerilate-boosted Quick Attack and KO Mega Pinsir with their Electric-type attacks. Defensive Electric-types such as Rotom-W and Zapdos can take multiple hits from Mega Pinsir and either status it or KO it with their Electric-type attacks. However, fast Electric-types cannot switch into the rare Earthquake.

**Stealth Rock**: Stealth Rock takes away half of Mega Pinsir's HP, making it extremely easy to revenge kill.

**Fire-types**: Fire-types such as Torkoal, Rotom-H, and Choice Scarf Victini can take a hit from Mega Pinsir and KO it with their Fire-type attacks.

**Physical Walls**: Physical walls such as Skarmory and Landorus-T can take multiple hits from Mega Pinsir and KO it.

**Revenge Killers**: Revenge killers such as Choice Scarf Terrakion, Choice Scarf Victini, and Greninja can outspeed and KO Mega Pinsir.

**Status**: Status, especially burns and paralysis, cripples Mega Pinsir's sweeping capabilities, as a burn halves its Attack stat, while paralysis halves its Speed stat, leaving it susceptible to revenge killers.
 
Last edited:
Overview:
* Once Mega Pinsir Mega Evolves it gains a Fying typing along with ability Aerliate changing its Normal-type attacks into Flying-type attacks.
- Talk a bit about Aerliate and how it also helps Mega Pinsir revenge kill, the ability is one of its main selling points as to why it's so good.

Moves:
* Close Combat is coverage that hits Steel-types such as Heatran and Skarmory that would otherwise wall Mega Pinsir.
- Would also add Rock-types too and give an example because other than CC, they resist its STAB moves.

Usage Tips:
* Use Mega Pinsir mid-game to wallbreak, while late-game it should be used to sweep the opponents team.
- It can also wallbreak early-game thanks to SD, which helps teammates like Heracross and Volcarona clean up late-game.

Team Options:
* Scizor can pivot using U-turn allowing Mega Pinsir to brought in safely. Scizor can also run Defog to remove Stealth Rock for Mega Pinsir.
- Also help against Ice and Rock-types that Mega Pinsir would struggle against, especially Choice Band variants.
* Araquanid can switch into powerful special Fire-type attacks from the likes of Mega Charizard Y and Volcarona.
- Also be a good switch-in to Scald and Will-O-Wisp users so Mega Pinsir is free from getting burned.
- I would mention Scolipede, I wouldn't say its a lost cause on bug (because I use it) but it's quite similar to Heracross in weakening shared checks alongside Speed Boost making it very fast to threaten Choice Scarf users or even just faster threats that would be problematic for Mega Pinsir and its teammates.

Checks and Counters:
- I would move Stealth Rock to the top, it's more common and a huge issue for bug teams.

QC 1/3
 

Deleted User 400951

Banned deucer.
Not QC, just some suggestions:
-In the overview, I'd mention the advantages and disadvantages of using it over the other 2 bug megas.
"Aerilate turns its Normal-type attacks into Flying-type attacks, while also giving them a slight boost"
I wouldn't say slight, as while it's not particularly substantial, it still is a decent amount and is behind much of Pinsir's power.
 

Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Implemented
Not QC, just some suggestions:
-In the overview, I'd mention the advantages and disadvantages of using it over the other 2 bug megas.
"Aerilate turns its Normal-type attacks into Flying-type attacks, while also giving them a slight boost"
I wouldn't say slight, as while it's not particularly substantial, it still is a decent amount and is behind much of Pinsir's power.
Overview is meant to be quick so talking about each in-depth wouldn't be worth it since it would be very long and not good for the reader
20% is a slight boost it's a matter of writer's preference (subjective change).
 
the line about competition from other megas needs a lot more substance. What does that mean? Why and when should mega pinsir be used over them? Advantages vs disadvantages. You need something more than just saying the others exist.

When talking about moxie in usage tips, do warn that it's pretty predictable and you could accidentally give your opponent a free switch (non-mega does like 0 damage).

Give some advice on what to set up on.

Talk also about how stealth rock is even more painful after mega evolving

About volcarona talk about how they can set up on each other's checks too

Remove adamant from oo. It really sucks.

QC 2/3
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
amcheck, you know the deal

ADD, (AC) = Add Comma, (RH) = Remove Hypen
REMOVE, (RC) = Remove Comma, (RH) = Remove Hyphen
(comments)

[OVERVIEW]

Bug
========

Mega Pinsir has a high Attack and Speed stats along with Swords Dance, which makes it a an excellent late-game sweeper. It also has good bulk, (AC) meaning that Mega Pinsir has many opportunities to set up a Swords Dance. Once Mega Pinsir Mega Evolves, (AC) it gains a Flying typing along with the ability Aerliate, (AC) changing its Normal-type attacks into Flying-type attacks, (AC) allowing Mega Pinsir to easily revenge kill many threats with Quick Attack. Mega Pinsir is also fast, (AC) being able to outsped outspeed threats such as Kyurem-B and Landorus. However, Mega Pinsir has a devastating weakness to Stealth Rock, (AC) meaning Rapid Spin support from Armaldo or Forretress is necessary. Its Flying typing adds a weakness to Electric- and Ice-type attacks, (RC) while also stacking a weakness to Rock-type attacks. Mega Pinsir also faces competition from Mega Scizor and Mega Herracross Heracross, as Mega Scizor is a bulky set up setup sweeper with reliable recovery, while Mega Herracross Heracross is a fearsome wallbreaker. (since these two Pokemon appear to fulfill completely different roles than Pinsir, it's probably important to emphasize the singular Mega slot teams have)

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

(remove one blank line)
[SET COMMENTS]
Moves
========

Swords Dance allows Mega Pinsir to boost its Attack stat, (AC) allowing Mega Pinsir to become be (it either becomes strong after SD, or is a setup sweeper thanks to SD) a good set up setup sweeper. Return is Mega Pinsir's main STAB Flying-type attack that and (since all Flying-type attacks do this, 'that' is the wrong word choice) hits Fighting-, Grass-, and Bug-types such as Breloom, Mega Venusaur, and Volcarona. Quick Attack is priority, (AC) which allows Mega Pinsir to revenge kill fast threats such as Infernape and Mega Gallade. Close Combat is coverage that hits Steel- and Rock-types such as Heatran and Tyranitar that would otherwise wall Mega Pinsir.

Set Details
========

Maximum Attack investment allows Mega Pinsir to hit as hard as possible. Maximum Speed investment along with a Jolly Nature ensures that Pinsir is as fast as possible, (AC) outspeeding threats such as Kyurem-B and Garchomp. Moxie is chosen ability because it lets Pinsir boost its Attack stat if it KOs KOes a Pokemon. (ye that's what Moxie does. why is this Pinsir's best option pre-Mega though?) Pinsirite allows Pinsir to become Mega Pinsir, (RC) while also granting it the ability Aerilate. Aerilate turns its Normal-type attacks into Flying-type attacks, (RC) while also giving them a slight boost.

Usage Tips
========

Remove entry hazards before sending in Mega Pinsir, (AC) in as it gains a 4x weakness to Stealth Rock when it Mega Evolves. If Pinsir can KO a weakened target, (AC) it is usually best not to Mega Evolve so that Pinsir can get an Attack boost from Moxie. However, trying to get a free Moxie boost is extremely predicable predictable and can give the opponent a free switch because of Pinsir's mediocre Attack stat (so am I supposed to do this or not?). Avoid switching into unnecessary attacks because Mega Pinsir needs to be at high HP to take most powerful attacks. Use Mega Pinsir early-game to wallbreak to possibly help Heracross and Volcarona clean late-game, while late-game it should be used to sweep the opponent's team. Use pivots such as U-turn Scizor and Volt Switch Galvantula so that Mega Pinsir can be brought in safely. Avoid status, (AC) specifically especially burn and paralysis, (AC) because burns halve half its Attack stat, while paralysis leaves it susceptible to revenge killers. Mega Pinsir only has decent defense Defense, (AC) so it is best to set up on a predicted double switch or on a Ground-type Attack so that Mega Pinsir doesn't take unnecessary damage. (I had a hard time understanding what this sentence actually says, so my changes could be wrong; if I misinterpreted it, change it in a different fashion to reflect your meaning better)
(remove one blank line)

Team Options
========

Armaldo and Forretress can remove entry hazards with Rapid Spin, (RC) while also being able to set up Stealth Rock, (AC) making it easier for Mega Pinsir to sweep. Scizor can pivot using U-turn, (AC) allowing Mega Pinsir to brought in safely. Scizor can also run Defog to remove Stealth Rock for Mega Pinsir. It can also check Ice- and Rock-types with its STAB Technician- (AH)boosted Bullet Punch. Galvantula can set up Sticky Web, (AC) for Mega Pinsir allowing it Mega Pinsir to outspeed faster threats such as Choice Scarf Victini and Greninja, (RC) while also being able to eliminate some of Mega Pinsir's checks and counters such as Skarmory and Staraptor. Volcarona can eliminate physical walls such as Skarmory and Landorus-T with its powerful special attacks, while Mega Pinsir can KO special walls such as Chansey and Empoleon. Volcarona can also set up on Mega Pinsir's checks such as Zapdos and Doublade, while Mega Pinsir can set up on Alolan Muk and Chansey. Heracross, Buzzwole, and Scolipede can use their powerful Bug-type attacks to eliminate bulky Psychic-types such as Slowbro and Mew that can cripple Mega Pinsir with its powerful Bug-type attacks. (Psychic-types dont cripple Mega Pinsir with powerful Bug-type moves) Araquanid can switch into powerful special Fire-type attacks from the likes of Mega Charizard Y and Volcarona, (RC) while also being a good switch-in for Will-O-Wisp and Scald, (AC) preventing Mega Pinsir from being burned.

[STRATEGY COMMENTS]
Other Options
=============

Bug
--------
Earthquake can be used, (AC) to as an alternative way to hit Steel-types, but it is outclassed by Close Combat because Close Combat the latter can hit Skarmory and Celesteela. Hyper Cutter can be ran to better deal with Intimidate users such as Landorus-T and Gyarados, but they are too uncommon to justify using Hyper Cutter.

Checks and Counters
===================

Bug
--------
**Electric-types**: Fast Electric-types such as Tapu Koko and Alolan Raichu can take an Aerilate- (AH)boosted Quick Attack, (RC) while also being able to KO Mega Pinsir with their Electric-type attacks. Defensive Electric-types such as Rotom-W and Zapdos can take multiple hits from Mega Pinsir and can either status it or KO it with their Electric-type attacks. However, fast Electric-types cannot switch into the rare Earthquake.

**Stealth Rock**: Stealth Rock takes a away half of Mega Pinsir's HP, (AC) making it extremely easy to revenge kill.

**Fire-types**: Fire-types such as Torkoal, Rotom-H, and Choice Scarf Victini can take a hit from Mega Pinsir, (RC) while also KOing it with their Fire-type attacks.

**Physical Walls**: Physical walls such as Skarmory and Landorus-T can take multiple hits from Mega Pinsir, (RC) while also being able to KO it.

**Revenge Killers**: Revenge killers such as Choice Scarf Terrakion, Choice Scarf Victini, and Greninja can outspeed and KO Mega Pinsir.

**Status**: Status, (AC) especially specifically burns and paralysis, (AC) cripples Mega Pinsir's sweeping capabilities, as a burn halves its Attack stat, (AC) while paralysis halves its Speed stat, leaving it susceptible to revenge killers.
 

GP 1/2
For Vid to implement:
remove add comments
[OVERVIEW]

Bug
========

Mega Pinsir has a high Attack and Speed stats along with Swords Dance, which makes it a an excellent late-game sweeper. It also has good bulk, (AC) meaning that Mega Pinsir it has many opportunities to set up a Swords Dance. Once Mega Pinsir Mega Evolves, (AC) it gains a Flying typing along with the ability Aerliate, (AC) changing its Normal-type attacks into Flying-type attacks, (AC) allowing Mega Pinsir to easily revenge kill many threats with Quick Attack. Mega Pinsir is also fast, (AC) being able to outsped outspeed threats such as Kyurem-B and Landorus. However, Mega Pinsir has a devastating weakness to Stealth Rock, (AC) meaning Rapid Spin support from Armaldo or Forretress is necessary. Its Flying typing adds a weakness to Electric- and Ice-type attacks, (RC) while also stacking a weakness to Rock-type attacks. Mega Pinsir also faces competition from Mega Scizor and Mega Herracross Heracross, as Mega Scizor is a bulky set up setup sweeper with reliable recovery, while Mega Herracross Heracross is a fearsome wallbreaker. (since these two Pokemon appear to fulfill completely different roles than Pinsir, it's probably important to emphasize the singular Mega slot teams have)

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

(remove one blank line)
[SET COMMENTS]
Moves
========

Swords Dance allows Mega Pinsir to boost its Attack stat, (AC) allowing Mega Pinsir to become be (it either becomes strong after SD, or is a setup sweeper thanks to SD) a good set up setup sweeper. Return is Mega Pinsir's main STAB Flying-type attack that and (since all Flying-type attacks do this, 'that' is the wrong word choice) hits Fighting-, Grass-, and Bug-types such as Breloom, Mega Venusaur, and Volcarona. Quick Attack is priority, (AC) which allows Mega Pinsir to revenge kill fast threats such as Infernape and Mega Gallade. Close Combat is coverage that hits Steel- and Rock-types such as Heatran and Tyranitar that would otherwise wall Mega Pinsir such as Heatran and Tyranitar.

Set Details
========

Maximum Attack investment allows Mega Pinsir to hit as hard as possible. Maximum Speed investment along with a Jolly Nature ensures that Pinsir is as fast as possible, (AC) outspeeding threats such as Kyurem-B and Garchomp. Moxie is the chosen ability because it lets Pinsir boost its Attack stat if it KOs KOes a Pokemon. (ye that's what Moxie does. why is this Pinsir's best option pre-Mega though?) Pinsirite allows Pinsir to become Mega Pinsir, (RC) while also granting it the ability Aerilate. Aerilate turns its Normal-type attacks into Flying-type attacks, (RC) while also giving them a slight boost.

Usage Tips
========

Remove entry hazards before sending in Mega Pinsir, (AC) in as it gains a 4x weakness to Stealth Rock when it Mega Evolves. If Pinsir can KO a weakened target, (AC) it is usually best not to Mega Evolve so that Pinsir can get an Attack boost from Moxie. However, trying to get a free Moxie boost is extremely predicable predictable and can give the opponent a free switch because of Pinsir's mediocre Attack stat (so am I supposed to do this or not?). Avoid unnecessarily switching into unnecessary attacks because Mega Pinsir needs to be at high HP to take most powerful attacks. Use Mega Pinsir early-game to wallbreak to possibly help Heracross and Volcarona clean late-game, while late-game it should be used to sweep the opponent's team. Use pivots such as U-turn Scizor and Volt Switch Galvantula so that Mega Pinsir can be brought in safely. Avoid status, (AC) specifically especially burn and paralysis, (AC) because burns halve its Attack stat, while paralysis leaves it susceptible to revenge killers. Mega Pinsir only has decent defense Defense, (AC) so it is best to set up on a predicted double switch or on a Ground-type Attack so that Mega Pinsir doesn't take unnecessary damage. (I had a hard time understanding what this sentence actually says, so my changes could be wrong; if I misinterpreted it, change it in a different fashion to reflect your meaning better)
(remove one blank line)


Team Options
========

Armaldo and Forretress can remove entry hazards with Rapid Spin, (RC) while also being able to set up Stealth Rock, (AC) making it easier for Mega Pinsir to sweep. Scizor can pivot using U-turn, (AC) allowing Mega Pinsir to brought in safely. Scizor can also run Defog to remove Stealth Rock for Mega Pinsir. It can also check Ice- and Rock-types with its STAB Technician- (AH)boosted Bullet Punch. Galvantula can set up Sticky Web, (AC) for Mega Pinsir allowing it Mega Pinsir to outspeed faster threats such as Choice Scarf Victini and Greninja, while also being able to and eliminate some of Mega Pinsir's checks and counters such as Skarmory and Staraptor. Volcarona can eliminate physical walls such as Skarmory and Landorus-T with its powerful special attacks, while Mega Pinsir can KO special walls such as Chansey and Empoleon. Volcarona can also set up on Mega Pinsir's checks such as Zapdos and Doublade, while Mega Pinsir can set up on Alolan Muk and Chansey. Heracross, Buzzwole, and Scolipede can use their powerful Bug-type attacks to eliminate bulky Psychic-types such as Slowbro and Mew that can cripple Mega Pinsir with its powerful Bug-type attacks. (Psychic-types dont cripple Mega Pinsir with powerful Bug-type moves) Araquanid can switch into powerful special Fire-type attacks from the likes of Mega Charizard Y and Volcarona, (RC) while also being a good switch-in for Will-O-Wisp and Scald, (AC) preventing Mega Pinsir from being burned.

[STRATEGY COMMENTS]
Other Options
=============

Bug
--------
Earthquake can be used to as an alternative way to hit Steel-types, but it is outclassed by Close Combat because Close Combat the latter can hit Skarmory and Celesteela. Hyper Cutter can be ran run to better deal with Intimidate users such as Landorus-T and Gyarados, but they are too uncommon to justify using Hyper Cutter it.

Checks and Counters
===================

Bug
--------
**Electric-types**: Fast Electric-types such as Tapu Koko and Alolan Raichu can take an Aerilate- (AH)boosted Quick Attack, (RC) while also being able to KO Mega Pinsir with their Electric-type attacks. Defensive Electric-types such as Rotom-W and Zapdos can take multiple hits from Mega Pinsir and can either status it or KO it with their Electric-type attacks. However, fast Electric-types cannot switch into the rare Earthquake.

**Stealth Rock**: Stealth Rock takes a away half of Mega Pinsir's HP, (AC) making it extremely easy to revenge kill.

**Fire-types**: Fire-types such as Torkoal, Rotom-H, and Choice Scarf Victini can take a hit from Mega Pinsir, (RC) while also KOing it with their Fire-type attacks.

**Physical Walls**: Physical walls such as Skarmory and Landorus-T can take multiple hits from Mega Pinsir, (RC) while also being able to KO it.

**Revenge Killers**: Revenge killers such as Choice Scarf Terrakion, Choice Scarf Victini, and Greninja can outspeed and KO Mega Pinsir.

**Status**: Status, (AC) especially specifically burns and paralysis, (AC) cripples Mega Pinsir's sweeping capabilities, as a burn halves its Attack stat, (AC) while paralysis halves its Speed stat, leaving it susceptible to revenge killers.

For Xayah to look over:
Xayah: remove add comments
CryoGyro: remove add comments
[OVERVIEW]

Bug
========

Mega Pinsir has a high Attack and Speed stats along with Swords Dance, which makes it a an excellent late-game sweeper. It also has good bulk, (AC) meaning that Mega Pinsir it has many opportunities to set up a Swords Dance. Once Mega Pinsir Mega Evolves, (AC) it gains a Flying typing along with the ability Aerliate, (AC) changing its Normal-type attacks into Flying-type attacks, (AC) allowing Mega Pinsir to easily revenge kill many threats with Quick Attack. Mega Pinsir is also fast, (AC) being able to outsped outspeed threats such as Kyurem-B and Landorus. However, Mega Pinsir has a devastating weakness to Stealth Rock, (AC) meaning Rapid Spin support from Armaldo or Forretress is necessary. Its Flying typing adds a weakness to Electric- and Ice-type attacks, (RC) (nice! always good to see people recognizing when commas aren't the best to use) while also stacking a weakness to Rock-type attacks. Mega Pinsir also faces competition from Mega Scizor and Mega Herracross Heracross, as Mega Scizor is a bulky set up setup sweeper with reliable recovery, while Mega Herracross Heracross is a fearsome wallbreaker. (since these two Pokemon appear to fulfill completely different roles than Pinsir, it's probably important to emphasize the singular Mega slot teams have)

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

(remove one blank line)
[SET COMMENTS]
Moves
========

Swords Dance allows Mega Pinsir to boost its Attack stat, (AC) allowing Mega Pinsir to become be (it either becomes strong after SD, or is a setup sweeper thanks to SD) a good set up setup sweeper. Return is Mega Pinsir's main STAB Flying-type attack that and (since all Flying-type attacks do this, 'that' is the wrong word choice) hits Fighting-, Grass-, and Bug-types such as Breloom, Mega Venusaur, and Volcarona. Quick Attack is priority, (AC) which allows Mega Pinsir to revenge kill fast threats such as Infernape and Mega Gallade. Close Combat is coverage that hits Steel- and Rock-types such as Heatran and Tyranitar that would otherwise wall Mega Pinsir such as Heatran and Tyranitar.

Set Details
========

Maximum Attack investment allows Mega Pinsir to hit as hard as possible. Maximum Speed investment along with a Jolly Nature ensures that Pinsir is as fast as possible, (AC) outspeeding threats such as Kyurem-B and Garchomp. Moxie is the chosen ability because it lets Pinsir boost its Attack stat if it KOs KOes a Pokemon. (ye that's what Moxie does. why is this Pinsir's best option pre-Mega though?) Pinsirite allows Pinsir to become Mega Pinsir, (RC) while also granting it the ability Aerilate. Aerilate turns its Normal-type attacks into Flying-type attacks, (RC) while also giving them a slight boost.

Usage Tips
========

Remove entry hazards before sending in Mega Pinsir, (AC) in as it gains a 4x weakness to Stealth Rock when it Mega Evolves. If Pinsir can KO a weakened target, (AC) it is usually best not to Mega Evolve so that Pinsir can get an Attack boost from Moxie. However, trying to get a free Moxie boost is extremely predicable predictable and can give the opponent a free switch because of Pinsir's mediocre Attack stat (so am I supposed to do this or not?). Avoid unnecessarily switching into unnecessary attacks because Mega Pinsir needs to be at high HP to take most powerful attacks. Use Mega Pinsir early-game to wallbreak to possibly help Heracross and Volcarona clean late-game, while late-game it should be used to sweep the opponent's team. Use pivots such as U-turn Scizor and Volt Switch Galvantula so that Mega Pinsir can be brought in safely. Avoid status, (AC) specifically especially burn and paralysis, (AC) because burns halve half (wrong, halve is the verb) its Attack stat, while paralysis leaves it susceptible to revenge killers. Mega Pinsir only has decent defense Defense, (AC) so it is best to set up on a predicted double switch or on a Ground-type Attack so that Mega Pinsir doesn't take unnecessary damage. (I had a hard time understanding what this sentence actually says, so my changes could be wrong; if I misinterpreted it, change it in a different fashion to reflect your meaning better)
(remove one blank line)


Team Options
========

Armaldo and Forretress can remove entry hazards with Rapid Spin, (RC) while also being able to set up Stealth Rock, (AC) making it easier for Mega Pinsir to sweep. Scizor can pivot using U-turn, (AC) allowing Mega Pinsir to brought in safely. Scizor can also run Defog to remove Stealth Rock for Mega Pinsir. It can also check Ice- and Rock-types with its STAB Technician- (AH)boosted Bullet Punch. Galvantula can set up Sticky Web, (AC) for Mega Pinsir allowing it Mega Pinsir to outspeed faster threats such as Choice Scarf Victini and Greninja, (RC) (I'm keeping it to maintain the aside) while also being able to and eliminate some of Mega Pinsir's checks and counters such as Skarmory and Staraptor. Volcarona can eliminate physical walls such as Skarmory and Landorus-T with its powerful special attacks, while Mega Pinsir can KO special walls such as Chansey and Empoleon. Volcarona can also set up on Mega Pinsir's checks such as Zapdos and Doublade, while Mega Pinsir can set up on Alolan Muk and Chansey. Heracross, Buzzwole, and Scolipede can use their powerful Bug-type attacks to eliminate bulky Psychic-types such as Slowbro and Mew that can cripple Mega Pinsir with its powerful Bug-type attacks. (Psychic-types dont cripple Mega Pinsir with powerful Bug-type moves) Araquanid can switch into powerful special Fire-type attacks from the likes of Mega Charizard Y and Volcarona, (RC) while also being a good switch-in for Will-O-Wisp and Scald, (AC) preventing Mega Pinsir from being burned.

[STRATEGY COMMENTS]
Other Options
=============

Bug
--------
Earthquake can be used, (AC) (no comma here, only when "as" is being synonymous with "because") to as an alternative way to hit Steel-types, but it is outclassed by Close Combat because Close Combat the latter can hit Skarmory and Celesteela. Hyper Cutter can be ran run to better deal with Intimidate users such as Landorus-T and Gyarados, but they are too uncommon to justify using Hyper Cutter it.

Checks and Counters
===================

Bug
--------
**Electric-types**: Fast Electric-types such as Tapu Koko and Alolan Raichu can take an Aerilate- (AH)boosted Quick Attack, (RC) while also being able to KO Mega Pinsir with their Electric-type attacks. Defensive Electric-types such as Rotom-W and Zapdos can take multiple hits from Mega Pinsir and can either status it or KO it with their Electric-type attacks. However, fast Electric-types cannot switch into the rare Earthquake.

**Stealth Rock**: Stealth Rock takes a away half of Mega Pinsir's HP, (AC) making it extremely easy to revenge kill.

**Fire-types**: Fire-types such as Torkoal, Rotom-H, and Choice Scarf Victini can take a hit from Mega Pinsir, (RC) while also KOing it with their Fire-type attacks.

**Physical Walls**: Physical walls such as Skarmory and Landorus-T can take multiple hits from Mega Pinsir, (RC) while also being able to KO it.

**Revenge Killers**: Revenge killers such as Choice Scarf Terrakion, Choice Scarf Victini, and Greninja can outspeed and KO Mega Pinsir.

**Status**: Status, (AC) especially specifically burns and paralysis, (AC) cripples Mega Pinsir's sweeping capabilities, as a burn halves its Attack stat, (AC) while paralysis halves its Speed stat, leaving it susceptible to revenge killers.

Good stuff overall.
 
Last edited:

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Bug
========

Mega Pinsir has high Attack and Speed stats along with Swords Dance, which make it an excellent late-game sweeper. It also has good bulk, meaning that it has many opportunities to set up a Swords Dance. Once Pinsir Mega Evolves, it gains a Flying typing along with the ability Aerliate Aerilate, changing its Normal-type attacks into Flying-type attacks, allowing Mega Pinsir to easily revenge kill many threats with Quick Attack. Mega Pinsir is also fast, being able to outspeed threats such as Kyurem-B and Landorus. However, Mega Pinsir has a devastating weakness to Stealth Rock, meaning Rapid Spin support from Armaldo or Forretress is necessary. Its Flying typing adds a weakness to Electric- and Ice-type attacks while also stacking a weakness to Rock-type attacks. Mega Pinsir also faces competition from Mega Scizor and Mega Heracross, as Mega Scizor is a bulky setup sweeper with reliable recovery, while Mega Heracross is a fearsome wallbreaker.

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

[SET COMMENTS]
Moves
========

Swords Dance allows Mega Pinsir to boost its Attack stat, allowing Mega Pinsir it to be a good setup sweeper. Return is Mega Pinsir's main STAB Flying-type attack and hits Fighting-, Grass-, and Bug-types such as Breloom, Mega Venusaur, and Volcarona. Quick Attack is a strong priority,(RC) which move that allows Mega Pinsir to revenge kill fast threats such as Infernape and Mega Gallade. Close Combat is coverage that hits Steel- and Rock-types that would otherwise wall Mega Pinsir such as Heatran and Tyranitar.

Set Details
========

Maximum Attack investment allows Mega Pinsir to hit as hard as possible. Maximum Speed investment along with a Jolly Nature ensures that Pinsir is as fast as possible, outspeeding threats such as Kyurem-B and Garchomp. Moxie is the preferred ability over Hyper Cutter and Mold Breaker because it lets Pinsir boost its Attack stat if it KOes a Pokemon before Mega Evolving. Pinsirite allows Pinsir to become Mega Pinsir while also granting it the ability Aerilate. Aerilate turns its Normal-type attacks into Flying-type attacks while also giving and gives them a slight boost.

Usage Tips
========

Remove entry hazards before sending in Mega Pinsir, as it gains a 4x weakness to Stealth Rock when it Mega Evolves. If Pinsir can KO a weakened target, it is usually best not to Mega Evolve so that Pinsir can get an Attack boost from Moxie. However, trying to get a free Moxie boost is extremely predictable and can give the opponent a free switch because of Pinsir's mediocre Attack stat. Avoid unnecessarily switching into attacks because Mega Pinsir needs to be at high HP to take most powerful attacks. Use Mega Pinsir early-game to wallbreak to possibly help Heracross and Volcarona clean late-game, while late-game it should be used to sweep the opponent's team. Use pivots such as U-turn Scizor and Volt Switch Galvantula so that Mega Pinsir can be brought in safely. Avoid status, especially burn and paralysis, because burns halve its Attack stat, while paralysis leaves it susceptible to revenge killers. Mega Pinsir only has decent Defense, so it is best to set up on a predicted switch or Ground-type attack so that Mega Pinsir doesn't take unnecessary damage.

Team Options
========

Armaldo and Forretress can remove entry hazards with Rapid Spin while also being able to set up Stealth Rock, making it easier for Mega Pinsir to sweep. Scizor can pivot using U-turn, allowing Mega Pinsir to be brought in safely. Scizor can also run Defog to remove Stealth Rock for Mega Pinsir.(period) It can also and check Ice- and Rock-types with its STAB Technician-boosted Bullet Punch. Galvantula can set up Sticky Web, allowing Mega Pinsir to outspeed faster threats such as Choice Scarf Victini and Greninja, and eliminate some of Mega Pinsir's checks and counters such as Skarmory and Staraptor. Volcarona can eliminate physical walls such as Skarmory and Landorus-T with its powerful special attacks, while Mega Pinsir can KO special walls such as Chansey and Empoleon. Volcarona can also set up on Mega Pinsir's checks such as Zapdos and Doublade, while Mega Pinsir can set up on Alolan Muk and Chansey. Heracross, Buzzwole, and Scolipede can use their powerful Bug-type attacks to eliminate bulky Psychic-types such as Slowbro and Mew that can cripple Mega Pinsir. Araquanid can switch into powerful special Fire-type attacks from the likes of Mega Charizard Y and Volcarona while also being a good switch-in for Will-O-Wisp and Scald, preventing Mega Pinsir from being burned.

[STRATEGY COMMENTS]
Other Options
=============

Bug
--------
Earthquake can be used as an alternative way to hit Steel-types, but it is outclassed by Close Combat because the latter can hit Skarmory and Celesteela. Hyper Cutter can be run to better deal with Intimidate users such as Landorus-T and Gyarados, but they are too uncommon to justify using it.

Checks and Counters
===================

Bug
--------
**Electric-types**: Fast Electric-types such as Tapu Koko and Alolan Raichu can take an Aerilate-boosted Quick Attack while also being able to and KO Mega Pinsir with their Electric-type attacks. Defensive Electric-types such as Rotom-W and Zapdos can take multiple hits from Mega Pinsir and either status it or KO it with their Electric-type attacks. However, fast Electric-types cannot switch into the rare Earthquake.

**Stealth Rock**: Stealth Rock takes away half of Mega Pinsir's HP, making it extremely easy to revenge kill.

**Fire-types**: Fire-types such as Torkoal, Rotom-H, and Choice Scarf Victini can take a hit from Mega Pinsirwhile also KOing Pinsir and KO it with their Fire-type attacks.

**Physical Walls**: Physical walls such as Skarmory and Landorus-T can take multiple hits from Mega Pinsir while also being able to and KO it.

**Revenge Killers**: Revenge killers such as Choice Scarf Terrakion, Choice Scarf Victini, and Greninja can outspeed and KO Mega Pinsir.

**Status**: Status, especially burns and paralysis, cripples Mega Pinsir's sweeping capabilities, as a burn halves its Attack stat, while paralysis halves its Speed stat, leaving it susceptible to revenge killers.
GP 2/2
 

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