Stats, type matchups, abilities, learnset, current usage, and build context for Pinsir in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 60 BP
This move does not check accuracy.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - physical / 15 BP / 85%
Traps and damages the target for 4-5 turns.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Bug - physical / 60 BP / 100%
User steals and eats the target's Berry.
Fighting - status
Raises the user's Attack and Defense by 1.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Fighting - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Normal - status
Raises the user's critical hit ratio by 2.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - physical / 30%
OHKOs the target. Fails if user is a lower level.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Fighting - physical / 100%
Does damage equal to the user's level.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Fighting - physical / 60 BP / 100%
Always results in a critical hit.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Bug - physical / 80 BP / 100%
No additional effect.