Guides Pokedex

Pokemon Lets Go Pinsir

Pinsir Pokedex ID: 127
Stat Amount Bar Graph
Max CP 500
Attack 125
Special Attack 55
Defense 100
Special Defense 70
HP 65
Speed 85

Overview

Pokemon Let's Go Pinsir is a Bug Type pokemon also known as a Stag Beetle Pokémon, first discovered in the Kanto region. it's weak against Flying, Rock, Fire type moves and has a Max CP of 500, 65 HP, 125 Attack, 55 SP Attack, 100 Defense, 70 SP Defense and 85 Speed. Considering it's stats, the best nature to have is Adamant, this will increase it's Attack and decrease it's Sp. Atk stats.

Pokedex Entry

Pinsir is astoundingly strong. It can grip a foe weighing twice its weight in its horns and easily lift it. This Pokémon’s movements turn sluggish in cold places.

Pokemon Lets Go Pinsir Evolutions

What level does Pokemon Let's Go Pinsir Evolve at?

The Unevolved Form Pinsir Use a Mega Stone to Evolve into Mega Pinsir.

First Second Third Final
Pinsir500
Mega Stone Mega Pinsir600

How to catch Pinsir in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Pinsir Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Pinsir is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Pinsir or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 14 1% 33-38 normal 1F
Route 15 1% 33-38 normal 1F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Pinsir.

Best Nature for Pinsir

We recommend a Adamant Nature for Pinsir, you can visit Madam Celadon to force encounter pokemon of Adamant Nature.

Nature Increases Decreases Choice 1 Choice 2
Adamant Attack Sp. Atk Red Blue
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Pokemon Lets Go Pinsir Moves

Level Up Moves

Pokemon Let's Go Pinsir Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
1 Focus Energy Normal None -- 30 -- Increases the user's chance to score a critical hit.
1 Vice Grip Normal Physical 55 30 100% deals damage with no additional effect.
4 Bind Normal Physical 15 20 85% Prevents the target from fleeing and inflicts damage for 2-5 turns.
8 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
12 Harden Normal None -- 30 -- Raises the user's Defense by one stage.
16 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
20 X-Scissor Bug Physical 80 15 100% deals damage with no additional effect.
26 Submission Fighting Physical 80 25 80% User receives 1/4 the damage it inflicts in recoil.
32 Swords Dance Normal None -- 30 -- Raises the user's Attack by two stages.
38 Thrash Normal Physical 120 10 100% Hits every turn for 2-3 turns, then confuses the user.
44 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.
50 Guillotine Normal Physical 1 5 30% Causes a one-hit KO.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Pinsir can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM3 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 10 -- Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM24 X-Scissor Bug Physical 80 15 100% deals damage with no additional effect.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM30 Bulk Up Fighting None -- 20 -- raises the user's Attack and Defense by one stage each.
TM39 Outrage Dragon Physical 120 10 100% The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM49 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.
TM56 Stealth Rock Rock None -- 20 -- lays a trap of stones around the foe, which hurts Pokémon switching in to the opposing field.

Master Trainer

This Pokemon's Master Trainer is Ryouta

Weak Against
Flying
2x
Rock
2x
Fire
2x
Strong Against
Fighting
1/2
Ground
1/2
Grass
1/2