Plague von Karma
Banned deucer.
Swords Dance + Hyper Beam is crack
Pinsir has a unique place in RBY UU thanks to its access to Bind, decent Speed, and potentially massive damage output by virtue of Slash and Swords Dance. Its Bug typing provides it with a resistance to Earthquake; this makes it work well alongside Tentacruel and Electric-types like Electabuzz and Raichu, especially when checking Dugtrio for them. Pinsir's biggest selling point, however, is its sheer threat level should it boost with Swords Dance, which allows it to flatten paralyzed teams. Few Pokemon can switch into Pinsir's +2 Hyper Beam; some standout calculations include a 41% chance to OHKO Tentacruel and a 2.6% chance to OHKO Hypno. This makes Pinsir a particularly brutal punishment for Pokemon that are often forced to use Rest, such as Vaporeon and Hypno. While not perfect, Pinsir's Speed lets it outpace Dragonite and Hypno, which makes it great at revenge killing them. Further, having a partial trapping move faster than Dragonite can be crucial in many situations, allowing Pinsir to keep Dragonite from setting up with Agility and switch to a counter, such as Tentacruel, for free. Bind allows Pinsir to form a partial trapping core alongside Tentacruel and Dragonite as well, providing teams with significant momentum, especially if the opposing team is stricken with paralysis.
As with almost any Bug-type in RBY, though, Pinsir is held back by some severe flaws. Pinsir has no STAB attacks to speak of and is forced to rely only on Normal- and Fighting-type moves. It thus competes with the Normal-type attackers of the metagame—Persian, Dodrio, and Kangaskhan—for a place on teams. Pinsir's Normal and Fighting reliance also makes it completely invalidated by Haunter, which forces it to switch or pivot out with Bind. It also struggles with Rock-types if it lacks Submission, and its weakness to Rock Slide doesn't help there. While Pinsir's Speed helps in some minor ways, it just isn't good enough: Pinsir is outpaced by common threats like Tentacruel, Dodrio and Kadabra, which are very capable of threatening it due to its mediocre typing or low Special. As a result, Pinsir relies heavily on teams that spread paralysis efficiently, making it somewhat dependent on the player's Hypno to function well. These flaws are only worsened by it being debilitated by paralysis and mandating setup, which can be very difficult to accomplish in the Wrap-infested format. Paralysis isn't the only status to give Pinsir trouble either, as Toxic—a substantially common way to deal with Dragonite—puts a firm cap on Pinsir's use of Bind, causing it to take more damage than it would normally deal, which is only made worse by Bind's inherent inconsistency. Overall, Pinsir has some very strong points in its favor, but it's a high-risk pick that necessitates a team built around it as well as a competent player.
[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: Hyper Beam
move 3: Slash / Submission
move 4: Bind
[SET COMMENTS]
Set Description
=========
The premise of the set is simple: set up with Swords Dance and put 'em away. Hyper Beam is Pinsir's claim to fame, KOing Pokemon from around half HP even without setup and becoming an OHKO machine if boosted. Slash gives Pinsir immediate and significant power, but Submission—albeit somewhat inconsistently—allows Pinsir to beat Rock-types that try to switch in on Hyper Beam. Finally, Bind allows Pinsir to provide its team with momentum while chipping threats into Hyper Beam KO range, which becomes near-effortless against paralyzed teams. When boosted by Swords Dance, Bind can be surprisingly powerful; for example, it can deal up to 10.4% to Hypno per hit, quickly bringing it into KO range.
Pinsir can be a fairly unwieldy Pokemon to use, relying on a paralyzed team to sweep reliably. However, it has multiple points of entry, particularly Dugtrio, which it can beat outright, 2HKOing it with Slash and only being 3HKOed by Rock Slide 0.1% of the time. Outside of this, Pinsir can punish paralyzed Pokemon heavily, be it by revenge killing them or switching in on their physical attacks, which is made safer by the potential for full paralysis. Paralysis further benefits Pinsir's Bind, giving it a safety net for its more frequent misses than Wrap. Pinsir is capable of exploiting Pokemon using Rest quite well with Swords Dance, which can potentially mean an outright win depending on the game state. Pinsir fits on teams that appreciate its Ground resistance and physical attacking prowess. This particularly applies to those looking to get the most mileage out of Tentacruel and Electric-types, so long as the team is capable of providing extensive paralysis support in return.
[STRATEGY COMMENTS]
Other Options
=============
Body Slam can allow Pinsir to be more self-sufficient in the paralysis department while denying switches in from faster threats. However, Slash's damage is sorely missed in this case, causing Pinsir to miss out on many potential KOs and become more reliant on Swords Dance. Seismic Toss can be utilized, as it's Pinsir's sole option to hit Haunter, but it does little to help the matchup; switching out or pivoting with Bind is really all Pinsir can do. Toxic can be helpful for dealing with Dragonite, which otherwise uses Pinsir as setup fodder. However, Pinsir doesn't necessarily need Toxic, as it can use Bind to safely bring in a counter, such as Tentacruel
Bind can be cut for moveslot flexibility, but this causes Pinsir to be a severe momentum sink mid-game. Should the opponent reveal Haunter or a Rock-type, Pinsir is forced out and has to have a teammate take a hit for it, which can let the opponent open holes. Switching out with Bind ensures momentum isn't lost, as foes are unable to move, even Haunter. However, with Bind cut, Pinsir becomes more consistent late-game, as it's less reliant on Bind's shaky accuracy.
Checks and Counters
===================
**Haunter**: Pinsir can't touch Haunter at all without the largely undesirable Seismic Toss. To make matters worse, Haunter is faster and gets a near-guaranteed 3HKO with Thunderbolt. As such, Pinsir is normally forced to switch out through a manual switch or Bind. It should be noted that Bind still immobilizes Haunter, allowing Pinsir to safely bring in a counter like Dugtrio, so using Bind to catch Haunter switching in is viable counterplay.
**Rock-types**: If Pinsir doesn't run Submission, it's forced out by Rock-types. However, if it does, it usually 2HKOes them at +2, albeit with significant recoil damage and questionable reliability. Golem is adept at coming in on Hyper Beam and outright 2HKOes Pinsir with Rock Slide, meaning it wins in this situation even if Pinsir has boosted. Omastar deals up to 72% with Hydro Pump, which can be followed up with Blizzard to dispatch Pinsir. In addition, considering Submission recoil, Omastar can easily 2HKO Pinsir with Surf. Aerodactyl is another particularly solid counter, only facing a near-guaranteed 4HKO from Submission while 2HKOing in return with Fire Blast.
**Strong Special Attackers**: Pinsir's special bulk is very poor, so threats like Articuno and Kadabra 2HKO it with their STAB moves. However, these matchups are volatile if Pinsir is at full health. Pinsir Speed ties with Articuno and therefore can potentially win if it's boosted; Slash + Hyper Beam will 2HKO Articuno quite frequently. Against Kadabra, Pinsir can deal up to 91% with Slash alone, and +2 Hyper Beam will always OHKO it unless there's an unfortunate miss. As such, Kadabra is restricted to revenge killing Pinsir, which can be stifled by teammates like Hypno, though Pinsir being forced out isn't necessarily ideal. While they are very rare, Fire-type Pokemon like Moltres greatly threaten Pinsir with Fire Blast.
**Tentacruel**: Tentacruel is faster than Pinsir, can pivot out of bothersome situations through Wrap, and heals paralysis with Rest. It's very difficult for Pinsir to set up in games due to the existence of Tentacruel's Wrap, constantly delaying it while chipping Pinsir into KO range. On top of this, Tentacruel is near-guaranteed to 2HKO Pinsir with Surf. However, Pinsir is very capable of exploiting paralyzed Tentacruel, possessing a potential OHKO with +2 Hyper Beam. If Pinsir paralyzes Tentacruel with Body Slam on the switch, Tentacruel is liable to outright lose. Overall, though, this matchup is very unfavorable and using Pinsir against a healthy Tentacruel is strongly discouraged.
**Dodrio**: Dodrio can revenge kill Pinsir with Drill Peck, 2HKOing it. It can't switch in to save its life though, taking massive damage from Slash, which has a small but notable chance to 2HKO; alternatively, Slash + Hyper Beam is a guaranteed 2HKO. Furthermore, if Pinsir has boosted, it can OHKO Dodrio with Hyper Beam 89.7% of the time. Dodrio can't fight Pinsir at all if it's paralyzed.
[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[phoopes, 96315], [Volk, 530877]]
- Grammar checked by: [[CryoGyro, 331519], [Finland, 517429]]
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