Pincurchin
Sea Urchin Pokémon
- height
- 0.3 m
- weight
- 1 kg
It stores electricity in each spine. Even if one gets broken off, it still continues to emit electricity for at least three hours.
Base stats
Abilities
- Lightning Rod
This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
- Electric Surge
On switch-in, this Pokemon summons Electric Terrain.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Ability effects— only if the Pokémon runs that ability
- Lightning Rod — immune to Electric
Moves48
Raises a random stat of the user or an ally by 2.
Power doubles if target was damaged this turn.
30% chance to paralyze the target.
+1 SpD, user's next Electric move 2x power.
70% chance to raise the user's Sp. Atk by 1.
100% chance to lower the target's Attack by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
30% chance to paralyze adjacent Pokemon.
5 turns. Grounded: +Electric power, can't sleep.
More power the faster the user is than the target.
100% chance to lower the foe(s) Speed by 1.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
User cannot move next turn.
Power doubles if the target has a status ailment.
No additional effect.
User cannot move next turn.
20% chance to lower the target's Defense by 1.
Lowers target's Attack, Sp. Atk by 2. User faints.
30% chance to lower the foe(s) accuracy by 1.
Shares HP of user and target equally.
Power doubles if the user moves after the target.
Hits 2-5 times in one turn.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
User sleeps 2 turns and restores HP and status.
More power the less HP the user has left.
2x power if target is grounded in Electric Terrain.
Power doubles if others used Round this turn.
30% chance to burn the target. Thaws target.
Hits adjacent Pokemon. The user faints.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Hurts grounded foes on switch-in. Max 3 layers.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
User is hurt by 50% of its max HP if it misses.
Hits adjacent Pokemon. Double damage on Dive.
For 2 turns, the target cannot use sound moves.
30% chance to paralyze. Can't miss in rain.
Paralyzes the target.
10% chance to paralyze the target.
Poisons grounded foes on switch-in. Max 2 layers.
Power doubles if the target is poisoned.
Has 1/4 recoil.
30% chance to make the target flinch.