OU Mono Pokémon Reviews

Bug:

Pinsir – Mega:

Pinsir-Mega in Ou Mono is a viable asset for bug teams because it can definitely revenge kill or start setting up for a sweep. An ability that is seen on it mostly is its moxie. Moxie is a powerful thing to have on Pinsir because if the opponent's Pokémon is on low HP you have the chance of killing it and getting a +1 to your attack. Mold breaker is only useful against anything that has the ability levitate or sturdy but to be honest who would attack when you could rather mega evolve and start using that handy Aerilate to wreck shit. Hyper Cutter is a huge no on regular Pinsir becoming a huge flying bug because as far as intimidate goes swords dance is probably a good thing to use if you're scared of the Landorus-Therian coming in. Predictions are what make Mega Pinsir such a great Pokémon to use. Now going into the moves he could have as a Mega Pinsir. Remember this tier is where you need to be creative and play smart around your weaknesses and opponent. First thing you'll need to understand are the stats. Stats are important because from there the moves you could put on it are endless and from that stage you need to put in the correct EVs. Also something important is its ability. Mega-Pinsir's ability is Aerilate which makes normal types into flying types as it raises it does 1.3x more damage. Meaning a normal type gets transformed into a flying type move and does 1.3 more damage.

People are probably curse me for not doing the right stuff by I'm only here as a guide, so it sucks for them. First off, moves are only needed if it supports the team in any way. This is one moveset that could be used for Mega-Pinsir. Also for EVs go for the recommended set because HP you don't need but speed you do need.

Quick Attack - Return/Frustration – Swords Dance – Earthquake

Now here's one set a person could use because Quick Attack is a nice way to take care of Pokémon that are faster than him. It takes care of the Sucker Punches from Mega-Mawile and the annoying Shadow Sneaks from Aegislash. Either way Quick Attack has a NICE POWER OF 78 which is incredibly strong for its 155 attack base.

Return and Frustration is there for its basic Aerilate boost and Frustration is a better recommendation because of the amount of running Dittos around. Since most Dittos would carry full happiness the Frustration isn't going to do shit against anything. Also since Return and Frustration get the Aerilate boost the power of that would be an astounding 198.9! For example, it would do have an astounding power of 397.8 to a fighting type… That's power and we all know how devastating it is.

Going on about moves it has access to Swords Dance in that move slot which increases it's attack stat by 2! By stats it would have a 310 attack base stat. That move would be a powerful asset to have because it could clearly devastate anything in its way. Look at the damage it would do to Rotom-Wash with that +2 Return or Frustration.

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 0 Def Rotom-W: 233-275 (76.6 - 90.4%) - guaranteed 2HKO after Leftovers recovery

If we look at that we see a fully 100% Rotom-Wash taking that much damage. Amazing if Rotom-Wash's health was only at 90% or lower Mega-Pinsir could've knocked that thing out. This is why Swords Dance is good on having it on Mega-Pinsir. Also using Swords Dance could be used when they you know they have to switch. From there shit kicks up and good game.

Now if we look at our last move which is Earthquake which is useful against Pokémon like Heatran or that doesn't get affected by our Aerilate moves. Now we'll be looking at our next moveset which introduces why the company ever did this to us.

Bulk Up – Rest – Sleep Talk – Return/Frustration

This set is a Crocune set which abuses the Rest + Sleep Talk + Boosting Move, and if your opponent has no special attacker or a Pokémon that poses no threat to you, you win. This set takes time to make it a powerful foe. Bulk up is there for increasing its stats also the Rest replenishes its HP and helps Sleep Talk give it a nice boost or Return/Frustration. All in all, Crocune is used for purposes if you want to make a definite win once every threat is cleared away. Crocunes will appear a lot in these reviews.

If we're going to talk more about moves that Mega-Pinsir can abuse here are some. Close Combat is a nice move used against pesky Ice Types and Rock types if Earthquake doesn't feel good. Close Combat would only be used to replace Earthquake. Knock Off is another outstanding move Mega-Pinsir can abuse. It gets rid of unneeded psychic types that are on the field. Since it knocks off the foe's item it could be used a necessary counter to get rid of the items on a stall team. Protect is a weird move to have on Mega-Pinsir, but it's only use is to scout the opponent's moves and use it as a time to think about their next move. Stone Edge or Rock Slide are powerful rock moves if your Bug Mono team wants to get rid of flying types they can't get rid of. Even though both moves have a risk of missing, the RNG god will only have to take care of that. Storm Throw could be a replacement for Close Combat if you don't like the Def. or SpD falls on Mega-Pinsir. Storm Throw also causes a critical hit, and critical hit means more damage! Substitute is a helpful and other times not as helpful. It only helps get away from not effective attacks on you or the annoying status ailments attacking you. Sub SD (Swords Dance) a nice combo that puts in work when wanting to deal damage. Thrash is another STAB move because if you don't want the powerful Return/Frustration you could go for the nice 234 attack. The side effect of Thrash is that it gets confused after 2-3 turns. In reality, this could get rid of Rotom-Wash with a +2 from that Swords Dance. Here's another damage calc.

+2 252 Atk Aerilate Mega Pinsir Thrash vs. 252 HP / 0 Def Rotom-W: 273-322 (89.8 - 105.9%) - 37.5% chance to OHKO

Now people once again that's power, and think again about sending in Rotom-Wash because like Return/Frustration it cannot stand for another attack because Mega-Pinsir is fast as fuck.

4 SpA Rotom-W Volt Switch vs. 4 HP / 0 SpD Mega Pinsir: 174-206 (63.9 - 75.7%) - guaranteed 2HKO

That confirms Mega-Pinsir is indeed a monster and the mega helped it greatly. Moving onto other moves it could have. Toxic is a weird one to have because you could trick your opponent about switching and then gets a nice poison. Toxic is a move that's only needed if your bug mono wants to waste a moveslot for a move like Toxic. X-Scissor is one a good move if you still want that bug stab it gives off. The power it would give off is 120 which do a fair amount but having the Aerilate stab does much more. Since a bug mono does need to have bug moves.

Tips for Mega-Pinsir

Make sure anything like Stealth Rocks are off the field because it helps Mega Pinsir greatly if it has a full HP bar, so it can stay as long as it can. Also something that supports is Forretress for it can clear away rocks and help support the other bugs in that way. Cons for Mega-Pinsir are that it dies from strong special attacks or anything that's weak to it. Side notes make sure to switch in and out because you can catch your opponent off guard from that. Other than that Mega-Pinsir needs to stay from anything that it can't take on.

Results

A Pokémon like this does so much work it could be a necessary asset to your team. Other than that, Mega-Pinsir is a great Pokémon and has versatility for a good move pool it provides to help out its team.

That's it for Review #1 and I'll be continuing this series even if I barely get any followers. Other than that put in the comments what you would like to have me review because I'd like to write more about it. Other than that Maskun529 logging out!