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 , 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 |
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. |