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Damage multipliers this Pokemon takes from each attacking type (based on the current form).
Damage multipliers of this Pokemon's same-type (STAB) moves against each defending type.
Based on real ladder matchup statistics and expert community assessments (data snapshot 2026-05)
0.21% high-ladder usage, ranked 148th—reliable meta pillar. Post-Mega gains Aerilate, combining Quick Attack (23.9%) and Swords Dance (21.1%) into overwhelming offense. Base 125 Attack doesn't scale post-Mega, but Swords Dance stacking plus Aerilate converting Normal moves to Flying creates absolute pressure on same-tier threats. Adamant (19/32/1/0/1/13, 55%) intentionally sacrifices Speed for Attack, embodying "overpower opponent" strategy. Body Slam (22.5%) and Storm Throw (10.1%) supplement with varied threat angles—rare comprehensive Fighting attacker.
Playstyle:Core Mega setup: Adamant (19/32/1/0/1/13) with Aerilate, using Swords Dance to scale base 124 Attack to high-damage threshold. Quick Attack and Body Slam are primary Aerilate recipients—former has priority (supports sweep blocking), latter adds paralysis (33%) for team support. Circle Throw and 近身战 provide Ground+Fighting coverage completion; while Circle Throw's accuracy lacks consistency, high-level play often relies on Aerilate's coverage. Pinsirite 100% equipped. Teams feature physical-attack-needing builds (Excadrill, Leafeon), Mega Pinsir as combined wall-breaker and late-game cleaner.
0.11% doubles usage, ranked 158th—lower than singles (0.21%), reflecting limited environment tolerance for Swords Dance physical spam. Aerilate (100%) remains strong; Body Slam (21.6%) and Quick Attack (11.5%) priority is effective. But 近身战 struggles finding guaranteed center-threat opportunities—opponents fully avoid via Wide Guard or Clever Shield. Higher Speed requirements in doubles make Mega's mid-tier Speed vulnerable without support. Yet Feint and Swords Dance (11.3%, 6.6%) suggest teams exploring possibility—supplementary for pressure builds.
Playstyle:Doubles favors Jolly (27.4%), intentionally trading Special Attack for Speed guarantee. Body Slam mainstream (21.6%), paralysis supplements team offensive flexibility. Quick Attack and Feint focus on priority control (11.5%, 11.3%), ensuring team strikes first across scenarios. 近身战 (8%) as power-focused backup—covers but non-essential. Pinsirite 100% equipped. Teams feature spread-damage wall-breaking needs (Ceruledge, rain Greninja), Mega Pinsir provides "priority pressure and wall-breaking", using Quick Attack and Body Slam paralysis combo to restrict opponent mobility.
0% high-ladder singles, 70 samples—negligible data. Massive gap vs. Mega form (0.21%) shows base form completely outclassed. Moxie (88.6%) grants post-KO boost, but 85 Speed and 125 Attack lack priority, struggling in high-Speed meta. Popular items Occa Berry (54.3%) and Scarf (32.9%) both defensive/Speed-compromise choices, exposing base form's weakness. While 急速折返 and 近身战 seem complete, lack of Mega's Flying typing and speed boost means meta pressure is unsustainable.
0% doubles, 1206 samples but essentially valueless—data mixes Mega/non-Mega. Base form's actual doubles frequency negligible. Moldbreaker (41.6%) differs in doubles but lacks spread moves (Guillotine only 12.9%), 85 Speed insufficient. Mega stone requirement makes Mega version strictly superior. Base form in doubles is obsolete—any competitive player chooses Mega directly, never considers non-Mega.