Stats, type matchups, abilities, learnset, current usage, and build context for Mega Pinsir in Pokemon Champions.
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.