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Pincurchin
#0871 · unranked

Pincurchin

Sea Urchin Pokémon

Electric
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

HP48
ATK101
DEF95
SPA91
SPD85
SPE15
BST435

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

ground

Resists / immune

electric
½×
flying
½×
steel
½×

Bar = relative damage taken · dashed line = neutral (1×)

Ability effects— only if the Pokémon runs that ability

  • Lightning Rodimmune to Electric

Moves48

Acupressure
StatusTargets: Ally or selfSelf / ally
pp 20
effect

Raises a random stat of the user or an ally by 2.

Assurance
PhysicalTargets: Single targetSingle
BP60
ACC100
pp 10contact

Power doubles if target was damaged this turn.

Body Slam
PhysicalTargets: Single targetSingle
BP85
ACC100
pp 15contact

30% chance to paralyze the target.

Charge
StatusTargets: UserSelf
pp 20
effect

+1 SpD, user's next Electric move 2x power.

Charge Beam
SpecialTargets: Single targetSingle
BP50 →75
ACC90
pp 10

70% chance to raise the user's Sp. Atk by 1.

Chilling Water
SpecialTargets: Single targetSingle
BP50
ACC100
pp 20

100% chance to lower the target's Attack by 1.

Curse
StatusTargets: Single targetSingle
pp 10
effect

Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.

Discharge
SpecialTargets: All adjacent PokémonAll adj.
BP80 →120
ACC100
pp 15

30% chance to paralyze adjacent Pokemon.

Electric Terrain
StatusTargets: Whole fieldField
pp 10
effect

5 turns. Grounded: +Electric power, can't sleep.

Electro Ball
SpecialTargets: Single targetSingle
BP
ACC100
pp 10bullet

More power the faster the user is than the target.

Electroweb
SpecialTargets: Both foesFoes
BP55 →83
ACC95
pp 15

100% chance to lower the foe(s) Speed by 1.

Endure
StatusTargets: UserSelf
pp 10pri +4
effect

User survives attacks this turn with at least 1 HP.

Facade
PhysicalTargets: Single targetSingle
BP70
ACC100
pp 20contact

Power doubles if user is burn/poison/paralyzed.

Giga Impact
PhysicalTargets: Single targetSingle
BP150
ACC90
pp 5contactrecharge

User cannot move next turn.

Hex
SpecialTargets: Single targetSingle
BP65
ACC100
pp 10

Power doubles if the target has a status ailment.

Hydro Pump
SpecialTargets: Single targetSingle
BP110
ACC80
pp 5

No additional effect.

Hyper Beam
SpecialTargets: Single targetSingle
BP150
ACC90
pp 5recharge

User cannot move next turn.

Liquidation
PhysicalTargets: Single targetSingle
BP85
ACC100
pp 10contact

20% chance to lower the target's Defense by 1.

Memento
StatusTargets: Single targetSingle
ACC100
pp 10
effect

Lowers target's Attack, Sp. Atk by 2. User faints.

Muddy Water
SpecialTargets: Both foesFoes
BP90
ACC85
pp 10

30% chance to lower the foe(s) accuracy by 1.

Pain Split
StatusTargets: Single targetSingle
pp 20
effect

Shares HP of user and target equally.

Payback
PhysicalTargets: Single targetSingle
BP50
ACC100
pp 10contact

Power doubles if the user moves after the target.

Pin Missile
PhysicalTargets: Single targetSingle
BP25
ACC95
pp 20

Hits 2-5 times in one turn.

Poison Jab
PhysicalTargets: Single targetSingle
BP80
ACC100
pp 20contact

30% chance to poison the target.

Protect
StatusTargets: UserSelf
pp 5pri +4
effect

Prevents moves from affecting the user this turn.

Rain Dance
StatusTargets: Whole fieldField
pp 5
effect

For 5 turns, heavy rain powers Water moves.

Recover
StatusTargets: UserSelf
pp 5heal
effect

Heals the user by 50% of its max HP.

Rest
StatusTargets: UserSelf
pp 5heal
effect

User sleeps 2 turns and restores HP and status.

Reversal
PhysicalTargets: Single targetSingle
BP
ACC100
pp 15contact

More power the less HP the user has left.

Rising Voltage
SpecialTargets: Single targetSingle
BP70 →105
ACC100
pp 20

2x power if target is grounded in Electric Terrain.

Round
SpecialTargets: Single targetSingle
BP60
ACC100
pp 15sound

Power doubles if others used Round this turn.

Scald
SpecialTargets: Single targetSingle
BP80
ACC100
pp 15defrost

30% chance to burn the target. Thaws target.

Self-Destruct
PhysicalTargets: All adjacent PokémonAll adj.
BP200
ACC100
pp 5

Hits adjacent Pokemon. The user faints.

Sleep Talk
StatusTargets: UserSelf
pp 10
effect

User must be asleep. Uses another known move.

Snore
SpecialTargets: Single targetSingle
BP50
ACC100
pp 15sound

User must be asleep. 30% chance to flinch target.

Spikes
StatusTargets: Foe's sideFoe side
pp 20
effect

Hurts grounded foes on switch-in. Max 3 layers.

Substitute
StatusTargets: UserSelf
pp 10
effect

User takes 1/4 its max HP to put in a substitute.

Sucker Punch
PhysicalTargets: Single targetSingle
BP70
ACC100
pp 5pri +1contact

Usually goes first. Fails if target is not attacking.

Supercell Slam
PhysicalTargets: Single targetSingle
BP100 →150
ACC95
pp 15contact

User is hurt by 50% of its max HP if it misses.

Surf
SpecialTargets: All adjacent PokémonAll adj.
BP90
ACC100
pp 15

Hits adjacent Pokemon. Double damage on Dive.

Throat Chop
PhysicalTargets: Single targetSingle
BP80
ACC100
pp 15contact

For 2 turns, the target cannot use sound moves.

Thunder
SpecialTargets: Single targetSingle
BP110 →165
ACC70
pp 10

30% chance to paralyze. Can't miss in rain.

Thunder Wave
StatusTargets: Single targetSingle
ACC90
pp 20
effect

Paralyzes the target.

Thunderbolt
SpecialTargets: Single targetSingle
BP90 →135
ACC100
pp 15

10% chance to paralyze the target.

Toxic Spikes
StatusTargets: Foe's sideFoe side
pp 20
effect

Poisons grounded foes on switch-in. Max 2 layers.

Venoshock
SpecialTargets: Single targetSingle
BP65
ACC100
pp 10

Power doubles if the target is poisoned.

Wild Charge
PhysicalTargets: Single targetSingle
BP90 →135
ACC100
pp 15contact

Has 1/4 recoil.

Zing Zap
PhysicalTargets: Single targetSingle
BP80 →120
ACC100
pp 10contact

30% chance to make the target flinch.