カイロス
種族値
メガシンカ
メガカイロス


特性:スカイスキン — ノーマルタイプの技がひこうタイプになり、威力が1.2倍になる。
タイプ相性(メガシンカ後)
| ×4 弱点 | ×2 弱点 | ×½ 耐性 | ×¼ 耐性 | ×0 無効 |
|---|---|---|---|---|
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タイプ相性
| ×4 弱点 | ×2 弱点 | ×½ 耐性 | ×0 無効 |
|---|---|---|---|
— |
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特性
| 順位 | 特性名 | 採用率 ⓘ 効果 |
|---|
使用率データ
技
| 順位 | 技名 | 採用率 |
|---|
持ち物
| 順位 | 持ち物 | 採用率 |
|---|
性格
| 順位 | 性格 | 採用率 |
|---|
ステータス振り
| 順位 | H | A | B | C | D | S | 採用率 |
|---|
H=HP A=こうげき B=ぼうぎょ C=とくこう D=とくぼう S=すばやさ
同じチーム
| 順位 | ポケモン | 平均順位・前回比 |
|---|
Pokémon Matchups
○Primarina
Pinsir vs
Primarina Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Primarina build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 71.7〜85.0% Thrash 2HKO | 96.3〜113.4% Thrash 1 hits (75%) | 71.7〜85.0% Thrash 2HKO | |
| 70.9〜83.7% Ice Beam 2HKO | 86.5〜102.1% Ice Beam 1 hits (13%) | 70.9〜83.7% Ice Beam 2HKO | |
| Speed | First S172 / S80 | First S172 / S82 | First S172 / S80 |
| Verdict | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first |
○Mimikyu
Pinsir vs
Mimikyu Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Mimikyu build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 90.1〜106.9% Body Slam 2HKO | 90.1〜106.9% Body Slam 2HKO | 90.1〜106.9% Body Slam 2HKO | |
| 52.5〜61.7% Play Rough 2HKO | 40.4〜47.5% Play Rough 3HKO | 40.4〜47.5% Play Rough 3HKO | |
| Speed | First S172 / S148 | First S172 / S148 | First S172 / S148 |
| Verdict | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 3HKO to be KOed, moves first | ○ Win: 2HKO to KO / 3HKO to be KOed, moves first |
◎ゴリランダー
Pinsir vs
ゴリランダー Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known ゴリランダー build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 105.3〜124.6% Body Slam 1HKOcalculated with グラスフィールド | 105.3〜124.6% Body Slam 1HKOcalculated with グラスフィールド | 98.6〜117.9% Thrash 1 hits (94%)calculated with グラスフィールド | |
| 31.2〜37.6% Knock Off 3 hits (81%)calculated with グラスフィールド | 25.5〜30.5% Wood Hammer 4HKOcalculated with グラスフィールド | 24.1〜29.1% Knock Off 4 hits (>99%)calculated with グラスフィールド | |
| Speed | First S172 / S107 | First S172 / S107 | First S172 / S107 |
| Verdict | ◎ Win: 1HKO to KO / 4HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 4HKO to be KOed, moves first | ◎ Win: 2HKO to KO / 5HKO to be KOed, moves first |
○Gyarados
Pinsir vs
Gyarados Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Gyarados build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 39.1〜46.0% Thrash 3HKOcalculated with 攻撃-1 | 64.9〜77.8% Thrash 2HKOcalculated with 攻撃-1 | 39.1〜46.0% Thrash 3HKOcalculated with 攻撃-1 | |
| 42.6〜51.1% Lash Out 2 hits (2%) | 55.3〜66.7% Lash Out 2HKO | 42.6〜51.1% Lash Out 2 hits (2%) | |
| Speed | First S172 / S101 | First S172 / S133 | First S172 / S101 |
| Verdict | ○ Win: 3HKO to KO / 3HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | ○ Win: 3HKO to KO / 3HKO to be KOed, moves first |
◎Basculegion-F
Pinsir vs
Basculegion-F Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Basculegion-F build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 100.5〜118.8% Thrash 1HKO | 100.5〜118.8% Thrash 1HKO | 100.5〜118.8% Thrash 1HKO | |
| 72.3〜86.5% Wave Crash 2HKO | 78.0〜93.6% Wave Crash 2HKO | 93.6〜112.1% Wave Crash 1 hits (63%) | |
| Speed | Second S172 / S195 | First S172 / S143 | First S172 / S130 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves first |
◎メガリザードンY
Pinsir vs
メガリザードンY Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known メガリザードンY build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 111.0〜130.3% Thrash 1HKOcalculated with 晴れ | |
| 227.0〜269.5% Flamethrower 1HKOcalculated with 晴れ | |
| Speed | First S172 / S152 |
| Verdict | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first |
◎Sneasler
Pinsir vs
Sneasler Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Sneasler build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 188.5〜224.2% Body Slam 1HKO | 188.5〜224.2% Body Slam 1HKO | 188.5〜224.2% Body Slam 1HKO | |
| 56.7〜68.1% Fire Punch 2HKO | 56.7〜68.1% Fire Punch 2HKO | 56.7〜68.1% Fire Punch 2HKO | |
| Speed | Second S172 / S172 | Second S172 / S172 | Second S172 / S172 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second |
◎Volcarona
Pinsir vs
Volcarona Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Volcarona build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 135.4〜162.5% Thrash 1HKO | 173.9〜205.0% Body Slam 1HKO | 135.4〜162.5% Thrash 1HKO | |
| 102.1〜120.6% Flamethrower 1HKO | 119.1〜141.8% Fiery Dance 1HKO | 102.1〜120.6% Flamethrower 1HKO | |
| Speed | First S172 / S122 | First S172 / S152 | First S172 / S122 |
| Verdict | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first | ◎ Win: 1HKO to KO / 1HKO to be KOed, moves first |
○*イエッサン(オス)
Pinsir vs
イエッサン(オス) Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known イエッサン(オス) build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 116.1〜137.2% Body Slam 1HKOcalculated with サイコフィールド | 116.1〜137.2% Body Slam 1HKOcalculated with サイコフィールド | 116.1〜137.2% Body Slam 2HKO (incl. きあいのタスキ)calculated with サイコフィールド | |
| 66.0〜78.7% Expanding Force 2HKOcalculated with サイコフィールド | 59.6〜70.9% Expanding Force 2HKOcalculated with サイコフィールド | 66.0〜78.7% Expanding Force 2HKOcalculated with サイコフィールド | |
| Speed | Second S172 / S220 | First S172 / S161 | First S172 / S147 |
| Verdict | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves second | ◎ Win: 1HKO to KO / 2HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first |
×ボーマンダ
Pinsir vs
ボーマンダ Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known ボーマンダ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 64.9〜77.8% Thrash 2HKO | |
| 174.5〜208.5% Double-Edge 1HKO | |
| Speed | Second S172 / S172 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
▲グソクムシャ
Pinsir vs
グソクムシャ Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known グソクムシャ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 47.8〜57.1% Thrash 2 hits (86%) | |
| 66.0〜78.0% Iron Head 2HKO | |
| Speed | First S172 / S60 |
| Verdict | ▲ Loss: 3HKO to KO / 2HKO to be KOed, moves first |
▲*セグレイブ
Pinsir vs
セグレイブ Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known セグレイブ build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 71.2〜84.8% Close Combat 2HKO | 86.9〜102.6% Close Combat 2HKO | 86.9〜102.6% Close Combat 1 hits (19%) | |
| 120.6〜144.7% Icicle Crash 1HKO | 95.0〜114.9% Icicle Crash 1 hits (75%) | 138.3〜161.7% Icicle Crash 1HKO | |
| Speed | First S172 / S139 | First S172 / S152 | First S172 / S139 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves first | ○ Win: 2HKO to KO / 2HKO to be KOed, moves first | × Loss: 2HKO to KO / 1HKO to be KOed, moves first |
×Lucario
Pinsir vs
Lucario Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 2 known Lucario build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | |
|---|---|---|
| 118.4〜140.1% Earthquake 1HKO | 106.1〜125.2% Thrash 1HKO | |
| 109.2〜129.8% Steel Beam 1HKO | 130.5〜154.6% Steel Beam 1HKO | |
| Speed | Second S172 / S223 | Second S172 / S180 |
| Verdict | × Loss: 1HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second |
×Meowscarada
Pinsir vs
Meowscarada Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Meowscarada build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 173.9〜206.5% Body Slam 1HKO | 173.9〜206.5% Body Slam 2HKO (incl. きあいのタスキ) | 173.9〜206.5% Body Slam 1HKO | |
| 126.2〜151.8% Triple Axel 1HKOcalculated with 最大3ヒット時 | 126.2〜151.8% Triple Axel 1HKOcalculated with 最大3ヒット時 | 163.1〜196.5% Triple Axel 1HKOcalculated with 最大3ヒット時 | |
| Speed | Second S172 / S262 | Second S172 / S175 | Second S172 / S175 |
| Verdict | × Loss: 1HKO to KO / 1HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second |
×Corviknight
Pinsir vs
Corviknight Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Corviknight build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 26.8〜31.7% Close Combat 4HKO | 26.8〜31.7% Close Combat 4 hits (39%) | 26.8〜31.7% Close Combat 4 hits (<1%) | |
| 73.8〜89.4% Brave Bird 2HKO | 73.8〜89.4% Brave Bird 2HKO | 73.8〜89.4% Brave Bird 2HKO | |
| Speed | First S172 / S87 | First S172 / S78 | First S172 / S78 |
| Verdict | × Loss: 4HKO to KO / 2HKO to be KOed, moves first | × Loss: 5HKO to KO / 2HKO to be KOed, moves first | × Loss: 5HKO to KO / 2HKO to be KOed, moves first |
×Farigiraf
Pinsir vs
Farigiraf Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Farigiraf build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 178.6〜211.3% Earthquake 2HKO (incl. きあいのタスキ) | 107.4〜126.3% Earthquake 2HKO (incl. きあいのタスキ) | 53.5〜62.9% Close Combat 2HKO | |
| 215.6〜255.3% Power Gem 1HKO | 178.7〜212.8% Power Gem 1HKO | 238.3〜280.9% Power Gem 1HKO | |
| Speed | First S172 / S151 | First S172 / S106 | First S172 / S138 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves first | × Loss: 2HKO to KO / 1HKO to be KOed, moves first | × Loss: 2HKO to KO / 1HKO to be KOed, moves first |
×Greninja
Pinsir vs
Greninja Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Greninja build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 128.9〜153.0% Thrash 2HKO (incl. きあいのタスキ) | 115.4〜137.6% Thrash 1HKO | 128.9〜153.0% Thrash 1HKO | |
| 112.1〜133.3% Ice Beam 1HKO | 120.6〜144.7% Ice Beam 1HKO | 112.1〜133.3% Ice Beam 1HKO | |
| Speed | Second S172 / S174 | Second S172 / S213 | Second S172 / S261 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second |
×メガリザードンX
Pinsir vs
メガリザードンX Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known メガリザードンX build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 83.2〜98.1% Thrash 2HKO | |
| 161.7〜193.6% Flare Blitz 1HKO | |
| Speed | First S172 / S167 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves first |
▲*A-Ninetales
Pinsir vs
A-Ninetales Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 2 known A-Ninetales build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | |
|---|---|---|
| 63.4〜74.3% Thrash 2HKOcalculated with あられ | 78.7〜93.3% Thrash 2HKOcalculated with あられ | |
| 82.3〜97.9% Blizzard 2HKOcalculated with あられ | 107.8〜127.7% Blizzard 1HKOcalculated with あられ | |
| Speed | Second S172 / S177 | Second S172 / S177 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second | × Loss: 2HKO to KO / 1HKO to be KOed, moves second |
×Rotom-W
Pinsir vs
Rotom-W Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Rotom-W build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 34.4〜40.8% Close Combat 4HKO (incl. オボンのみ) | 34.4〜40.8% Close Combat 3 hits (62%) | 59.1〜69.3% Lunge 2 hits (75%) | |
| 82.3〜99.3% Thunderbolt 2HKO | 82.3〜99.3% Thunderbolt 2HKO | 112.1〜133.3% Thunderbolt 1HKO | |
| Speed | First S172 / S106 | First S172 / S106 | First S172 / S138 |
| Verdict | × Loss: 4HKO to KO / 2HKO to be KOed, moves first | × Loss: 4HKO to KO / 2HKO to be KOed, moves first | × Loss: 3HKO to KO / 1HKO to be KOed, moves first |
▲*パーモット
Pinsir vs
パーモット Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known パーモット build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 118.4〜140.1% Earthquake 2HKO (incl. きあいのタスキ) | 118.4〜140.1% Earthquake 1HKO | 118.4〜140.1% Earthquake 1HKO | |
| 137.6〜163.1% でんこうそうげき 1HKO | 149.6〜178.7% でんこうそうげき 1HKO | 178.7〜211.3% でんこうそうげき 1HKO | |
| Speed | Second S172 / S172 | Second S172 / S235 | Second S172 / S172 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves second | × Loss: 1HKO to KO / 1HKO to be KOed, moves second | △ Loss: 1HKO to KO / 1HKO to be KOed, moves second |
▲Skeledirge
Pinsir vs
Skeledirge Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Skeledirge build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 47.4〜56.9% Thrash 2 hits (33%) | 47.4〜56.9% Thrash 3HKO | 47.4〜56.9% Thrash 2 hits (86%) | |
| 76.6〜90.8% Torch Song 2HKO | 76.6〜90.8% Torch Song 2HKO | 76.6〜90.8% Torch Song 2HKO | |
| Speed | First S172 / S86 | First S172 / S86 | First S172 / S86 |
| Verdict | ▲ Loss: 3HKO to KO / 2HKO to be KOed, moves first | ▲ Loss: 3HKO to KO / 2HKO to be KOed, moves first | ▲ Loss: 3HKO to KO / 2HKO to be KOed, moves first |
▲Metagross
Pinsir vs
Metagross Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 1 known Metagross build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | |
|---|---|
| 58.6〜70.1% Earthquake 2HKO | |
| 80.9〜95.7% Ice Punch 2HKO | |
| Speed | First S172 / S162 |
| Verdict | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second (priority) |
▲*Dragonite
Pinsir vs
Dragonite Pinsir's build: Pinsirite, Jolly, H1 A32 B1 S32
Hits-to-KO, Speed, and win/loss for each side's best move against 3 known Dragonite build(s).
Assumptions
- Switching, status moves and the opponent's counterattack are not included.
- Moves are treated as always hitting (accuracy is ignored).
- Only guaranteed criticals and guaranteed secondary effects apply (e.g. Draco Meteor's Sp. Atk drop).
- Multi-hit moves use a fixed count: 3 for 2-5 hit moves (the expected value), and the maximum for moves that roll accuracy per hit (Triple Axel, Population Bomb), since hits always land here.
- Counter, Mirror Coat and Metal Burst are excluded: they depend too much on the opponent's move type and power.
- "KO in n" is guaranteed even at the lowest roll; "n hits (p%)" is the chance at higher rolls.
- Factors that actually affected each number (weather, terrain, Intimidate, survival abilities, healing) are shown in the cells.
| Build 1 | Build 2 | Build 3 | |
|---|---|---|---|
| 36.5〜43.7% Thrash 2HKO | 43.1〜51.5% Thrash 2HKO | 43.1〜51.5% Thrash 2HKO | |
| 102.1〜121.3% Draco Meteor 1HKO | 82.3〜99.3% Air Slash 2HKO | 93.6〜110.6% Air Slash 1 hits (50%) | |
| Speed | First S172 / S152 | First S172 / S145 | First S172 / S132 |
| Verdict | × Loss: 2HKO to KO / 1HKO to be KOed, moves first | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second (priority) | ▲ Loss: 2HKO to KO / 2HKO to be KOed, moves second (priority) |
Estimated from precomputed 1v1s against the top 30 Pokémon. Both sides pick their best-hitting move from a pool of their 10 most-used moves (switching and status moves not considered). * = the verdict depends on which build (item/nature/EVs) either side runs.
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