EZNPC How to Win with Mega Pinsir ex and Leafeon ex Fast

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EZNPC How to Win with Mega Pinsir ex and Leafeon ex Fast

Мнениеот Jack » Пет Мар 06, 2026 10:47 am

Mega Pinsir ex-B1 hits hard fast: Leafeon ex ramps Energy, Will locks in heads, and Critical Scissors reliably lands 150 to close games in the Mega Rising meta.

I kept seeing Mega Pinsir ex-B1 pop up in Mega Rising, and the first few times it took me out I thought, "No way this is reliable." Then you try it and realise it's not about gambling, it's about timing. If you're also testing lists late at night and you're short on staples, a lot of players quietly top up through EZNPC so they can swap tech cards fast and keep grinding without waiting around for pulls.

What you're actually signing up for

Pinsir comes in as a Basic Mega ex, which is the whole appeal. No awkward evolution chain, no "please don't brick" opening hand. Still, 170 HP is a little thin for a three-point liability, and that Mega rule hurts when you misstep. Its only move, Critical Scissors, asks for two Grass and a Colorless. You're doing 80, then you flip for +70. When it hits, 150 deletes most non-ex attackers and puts plenty of ex targets into one-shot or clean-up range. When it misses, you feel like you just paid three Energy to poke someone and invite them to take 3 points.

Making the flip feel less like a flip

The deck gets real once you pair it with Leafeon ex and Will. Leafeon ex is your engine: it gets Grass Energy moving so Pinsir doesn't sit there looking expensive. Then Will turns the "maybe" into "now." Since Will makes your first coin flip that turn heads, Critical Scissors becomes a planned 150 rather than a prayer. The trick is not burning Will early. People do that when they're nervous. Save it for the swing turn that matters, the one that changes the race, not the one that just looks flashy.

Pilot notes that matter in real games

Don't park Mega Pinsir in the Active spot just because you can. Bench it, build it, and let cheaper Grass attackers do the boring work first. You chip, you force awkward heals, you make them show their outs. Once something is softened, you promote Pinsir, drop Will, and take the knockout that actually counts. I also like the one-of non-ex Leafeon from A2 as a safety valve into Lightning, especially those Pom-Pom Oricorio lines that try to tempo you out with speed and annoying math.

Counterplay, and how you don't get embarrassed

Good opponents won't sit there and let you "assemble Exodia." They'll gust early, drag Pinsir up before it's ready, and pressure that 170 HP until the three points fall into their lap. So you need draw that doesn't mess about, like Professor's Research, and enough switching or retreat options to keep your board from getting pinned. If you can keep your Will turns clean and your Energy flow steady, Pinsir stops being a meme coin-flipper and starts feeling like a closer you can plan around, especially if you've already tuned your list with the specific pieces you need from Pokemon TCG Pocket Cards rather than hoping you open them in time.
Jack
 
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