Pincurchin
Rank #82![]()
HP
123
Atk
121
Def
115
SpA
111
SpD
105
Spe
35
Total610
Usage Format
Pincurchin Abilities
Pincurchin Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Pincurchin Moves
| Usage | Move | Type | Category | Target | Power | Acc | PP | Prio | Description |
|---|
| 87% | Rising Voltage | Single | 70 | 100 | 20 | 0 | This move’s power is doubled if the target is under the effect of Electric Terrain. | ||
| 67.5% | Protect | Self | — | ∞ | 8 | +4 | 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. | ||
| 52% | Sucker Punch | Single | 70 | 100 | 8 | +1 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | ||
| 38.6% | Scald | Single | 80 | 100 | 16 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | ||
| 14.8% | Acupressure | Ally | — | ∞ | 20 | 0 | Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages. | ||
| 12.8% | Electroweb | All Foes | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| 11.7% | Recover | Self | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. | ||
| 11.7% | Discharge | All | 80 | 100 | 16 | 0 | Has a 30% chance of paralyzing targets. | ||
| 9.9% | Muddy Water | All Foes | 90 | 85 | 12 | 0 | Has a 30% chance of lowering targets’ accuracy by 1 stage. | ||
| 9.6% | Hydro Pump | Single | 110 | 80 | 8 | 0 | — | ||
| — | Body Slam | Single | 85 | 100 | 16 | 0 | 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. | ||
| — | Pin Missile | Single | 25 | 95 | 20 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Surf | All | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Hyper Beam | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunderbolt | Single | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder Wave | Single | — | 90 | 20 | 0 | Paralyzes the target. Ground-type Pokemon are unaffected. | ||
| — | Thunder | Single | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status. | ||
| — | Self-Destruct | All | 200 | 100 | 8 | 0 | The user faints upon using this move. | ||
| — | Rest | Self | — | ∞ | 8 | 0 | 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. | ||
| — | Substitute | Self | — | ∞ | 12 | 0 | 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. Sound-based moves will hit the user through the substitute. | ||
| — | Snore | Single | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | Varies | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Reversal | Single | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Spikes | Foe Side | — | ∞ | 20 | 0 | Gives the opponent’s side the Spikes status. | ||
| — | Endure | Self | — | ∞ | 12 | +4 | 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. | ||
| — | Sleep Talk | Self | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Pain Split | Single | — | ∞ | 20 | 0 | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | ||
| — | Rain Dance | Field | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Memento | Single | — | 100 | 12 | 0 | Lowers the target’s Attack and Sp. Atk stats by 2 stages. The user faints upon using this move. | ||
| — | Facade | Single | 70 | 100 | 20 | 0 | 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. | ||
| — | Charge | Self | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | ||
| — | Payback | Single | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | Assurance | Single | 60 | 100 | 12 | 0 | This move’s power is doubled if the target has already taken damage during the turn this move is used. | ||
| — | Toxic Spikes | Foe Side | — | ∞ | 20 | 0 | Gives the opponent’s side the Toxic Spikes status. | ||
| — | Poison Jab | Single | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Giga Impact | Single | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Charge Beam | Single | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Venoshock | Single | 65 | 100 | 12 | 0 | This move’s power is doubled if the target is poisoned or badly poisoned. | ||
| — | Electro Ball | Single | — | 100 | 12 | 0 | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). | ||
| — | Round | Single | 60 | 100 | 16 | 0 | If multiple Pokemon 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. | ||
| — | Hex | Single | 65 | 100 | 12 | 0 | This move’s power is doubled if the target has a status condition. | ||
| — | Wild Charge | Single | 90 | 100 | 16 | 0 | The user takes 1/4 of the damage dealt by this move. | ||
| — | Electric Terrain | Field | — | ∞ | 12 | 0 | Turns the entire field into Electric Terrain for 5 turns. | ||
| — | Throat Chop | Single | 80 | 100 | 16 | 0 | Gives the target the Throat Chopped status. | ||
| — | Liquidation | Single | 85 | 100 | 12 | 0 | Has a 20% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Zing Zap | Single | 80 | 100 | 12 | 0 | Has a 30% chance of making the target flinch. | ||
| — | Chilling Water | Single | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| — | Supercell Slam | Single | 100 | 95 | 16 | 0 | 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. |