#871 Pincurchin

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Pincurchin
Japan: Bachinuni
バチンウニ
French: Wattapik
German: Britzigel
Korean: 찌르성게
National: #871
Male :50%
Female :50%
Electric-type
Classification Height Weight
Sea Urchin Pokémon 1'00"
0.3m
2.2lbs
1kg
Abilities: Lightning Rod - Electric Surge
Lightning Rod: Electric-type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's SP ATK is raised one stage.
Electric Surge: Activates Electric Terrain for 5 turns when the Pokémon enters a battle.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5 *1
Evolutionary Chain
Pincurchin

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Acupressure Acupressure - Normal-type Acupressure: Other Move -- 101 20 --
Boosts the Attack Defense Sp. Atk Sp. Def Speed accuracy or evasiveness of the user or an ally by 2 stages.
Assurance Assurance - Dark-type Assurance: Physical Move 60 100 12 --
This move's power is doubled if the target has already taken damage during the turn this move is used.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 16 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Charge Charge - Electric-type Charge: Other Move -- 101 20 --
Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 12 70
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 20 --
Lowers the target's Attack stat by 1 stage.
Curse Curse - Ghost-type Curse: Other Move -- 101 12 --
Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status.
Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Discharge Discharge - Electric-type Discharge: Special Move 80 100 16 30
Has a 30% chance of paralyzing targets.
Electric Terrain Electric Terrain - Electric-type Electric Terrain: Other Move -- 101 12 --
Turns the entire field into Electric Terrain for 5 turns.
Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 12 --
The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 16 --
Lowers targets' Speed stats by 1 stage.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Hex Hex - Ghost-type Hex: Special Move 65 100 12 --
This move's power is doubled if the target has a status condition.
Hydro Pump Hydro Pump - Water-type Hydro Pump: Special Move 110 80 8 --
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Liquidation Liquidation - Water-type Liquidation: Physical Move 85 100 12 20
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Memento Memento - Dark-type Memento: Other Move -- 100 12 --
Lowers the target's Attack and Sp. Atk stats by 2 stages. The user faints upon using this move.
Muddy Water Muddy Water - Water-type Muddy Water: Special Move 90 85 12 30
Has a 30% chance of lowering targets' accuracy by 1 stage.
Pain Split Pain Split - Normal-type Pain Split: Other Move -- 101 20 --
The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Payback Payback - Dark-type Payback: Physical Move 50 100 12 --
This move's power is doubled if the user attacks after the target.
Pin Missile Pin Missile - Bug-type Pin Missile: Physical Move 25 95 20 --
The user attacks 2 to 5 times in a row.
Poison Jab Poison Jab - Poison-type Poison Jab: Physical Move 80 100 20 30
Has a 30% chance of poisoning the target.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Recover Recover - Normal-type Recover: Other Move -- 101 8 --
Restores 1/2 of the user's max HP.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal Reversal - Fighting-type Reversal: Physical Move ?? 100 16 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rising Voltage Rising Voltage - Electric-type Rising Voltage: Special Move 70 100 20 --
This move's power is doubled if the target is under the effect of Electric Terrain.
Round Round - Normal-type Round: Special Move 60 100 16 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Scald Scald - Water-type Scald: Special Move 80 100 16 30
Has a 30% chance of burning the target. Cures the user and target of being frozen.
Self-Destruct Self-Destruct - Normal-type Self-Destruct: Physical Move 200 100 8 --
The user faints upon using this move.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 16 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spikes Spikes - Ground-type Spikes: Other Move -- 101 20 --
Gives the opponent's side the Spikes status.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch Sucker Punch - Dark-type Sucker Punch: Physical Move 70 100 8 --
This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Supercell Slam Supercell Slam - Electric-type Supercell Slam: Physical Move 100 95 16 --
If this move misses or fails the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Surf Surf - Water-type Surf: Special Move 90 100 16 --
This move's power is doubled against targets that have the Submerged status.
Throat Chop Throat Chop - Dark-type Throat Chop: Physical Move 80 100 16 100
Gives the target the Throat Chopped status.
Thunder Thunder - Electric-type Thunder: Special Move 110 70 12 30
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
Paralyzes the target.
Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 16 10
Has a 10% chance of paralyzing the target.
Toxic Spikes Toxic Spikes - Poison-type Toxic Spikes: Other Move -- 101 20 --
Gives the opponent's side the Toxic Spikes status.
Venoshock Venoshock - Poison-type Venoshock: Special Move 65 100 12 --
This move's power is doubled if the target is poisoned or badly poisoned.
Wild Charge Wild Charge - Electric-type Wild Charge: Physical Move 90 100 16 --
The user takes 1/4 of the damage dealt by this move.
Zing Zap Zing Zap - Electric-type Zing Zap: Physical Move 80 100 12 30
Has a 30% chance of making the target flinch.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 435 48 101 95 91 85 15
Max Stats
Hindering Nature
Standard 123 - 155 108 - 137 103 - 132 99 - 128 94 - 123 31 - 60
Max Stats
Neutral Nature
Standard 123 - 155 121 - 153 115 - 147 111 - 143 105 - 137 35 - 67
Max Stats
Beneficial Nature
Standard 123 - 155 133 - 168 126 - 161 122 - 157 115 - 150 38 - 73
48
101
95
15
85
91

<--- Falinks #870
Falinks
#876
Indeedee
Indeedee --->