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Pokedex

Pincurchin Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Pincurchin is an Electric type creature first seen in Generation 8. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Pincurchin #0871
Sea Urchin Pokémon
Pokemon Profile
Pokédex Data
National No. #0871
Type electric
Species Sea Urchin Pokémon
Height 0.3 m (1'0")
Weight 1.0 kg (2.2 lbs)
Abilities Lightning rod,Electric surge
Color Purple
Introduced in Generation 8
Egg Group water1, indeterminate
Shiny
Pokemon Profile

Base Stats

Hp 48 12%
Attack 101 24%
Defense 95 22%
Sp. Atk 91 21%
Sp. Def 85 20%
Speed 15 4%
Total 435
Evolution

Pincurchin does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Pincurchin learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
15 Fury Attack The target is jabbed repeatedly with a horn or beak two to five times in a row. Physical Normal 15 85 20
5 Water Gun The target is blasted with a forceful shot of water. Special Water 40 100 25
25 Bubble Beam A spray of bubbles is forcefully ejected at the target. This may also lower its Speed stat. Special Water 65 100 20
1 Peck The target is jabbed with a sharply pointed beak or horn. Physical Flying 35 100 35
1 Thunder Shock A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. Special Electric 40 100 30
30 Recover Restoring its own cells, the user restores its own HP by half of its max HP. Status Normal 0 0 10
35 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
20 Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. Physical Electric 65 100 20
10 Charge The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. Status Electric 0 0 20
55 Acupressure The user applies pressure to stress points, sharply boosting one of its or its allies’ stats. Status Normal 0 0 30
45 Poison Jab The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. Physical Poison 80 100 20
60 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15
40 Electric Terrain The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. Status Electric 0 0 10
50 Zing Zap A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. Physical Electric 80 100 10

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Memento The user faints when using this move. In return, this harshly lowers the target’s Attack and Sp. Atk stats. Status Dark 0 100 10
0 Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack. Physical Dark 70 100 5

Pincurchin Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Pin Missile Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. Physical Bug 25 95 20
0 Hydro Pump The target is blasted by a huge volume of water launched under great pressure. Special Water 110 80 5
0 Surf The user attacks everything around it by swamping its surroundings with a giant wave. This can also be used for crossing water. Special Water 90 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Self Destruct The user attacks everything around it by causing an explosion. The user faints upon using this move. Physical Normal 200 100 5
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Spikes The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle. Status Ground 0 0 20
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Muddy Water The user attacks by shooting muddy water at the opposing Pokémon. This may also lower their accuracy. Special Water 90 85 10
0 Brine If the target’s HP is half or less, this attack will hit with double the power. Special Water 65 100 10
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
0 Toxic Spikes The user lays a trap of poison spikes at the opposing team’s feet. They poison opposing Pokémon that switch into battle. Status Poison 0 0 20
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Venoshock The user drenches the target in a special poisonous liquid. This move’s power is doubled if the target is poisoned. Special Poison 65 100 10
0 Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. Special Electric 0 100 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Scald The user shoots boiling hot water at its target. This may also leave the target with a burn. Special Water 80 100 15
0 Hex This relentless attack does massive damage to a target affected by status conditions. Special Ghost 65 100 10
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Venom Drench Opposing Pokémon are drenched in an odd poisonous liquid. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target. Status Poison 0 100 20
0 Throat Chop The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns. Physical Dark 80 100 15
0 Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. Physical Water 85 100 10
0 Tera Blast Special Normal 80 100 10
0 Chilling Water Special Water 50 100 20

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