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Mega Pinsir

Mega Pinsir
BugFlying

Height 1.7 m·Weight 59.0 kg

Base stats

HP
65
Atk
155
Def
120
SpA
65
SpD
90
Spe
105
Total545

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Aerilate

    Normal-type moves → Flying-type · power ×1.2

Learnable moves

54 moves
  • one-hit KO

    PowerAcc.30PP8
    Contact
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • Bind

    traps 4–5 turns · loses 1/8 of max HP each turn

    Power15Acc.85PP20
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • !

    crit stage +1 (12.5%)

    Power80Acc.100PP20
    ContactSlicing
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • hits 2 times

    Power35Acc.90PP12
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • fixed damage equal to the user's level

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • user's Attack/Defense −1

    Power120Acc.100PP8
    Contact
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • always a critical hit

    Power60Acc.100PP12
    Contact
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's Speed −1

    Power60Acc.100PP20
  • Power95Acc.95PP12
    Contact
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • Power80Acc.100PP16
    ContactSlicing
  • eats the target's Berry and gains its effect

    Power60Acc.100PP20
    Contact
  • target's Attack −1

    Power80Acc.100PP16
    Contact
  • target's Speed −1

    Power50Acc.100PP20
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • sets floating rocks on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • Power60Acc.100PP20
    Contact
  • user's Defense +2

    PowerAcc.PP16
  • more power the more HP the target has (max 100)

    PowerAcc.100PP12
    Contact