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Pincurchin

Pincurchin
Electric

Height 0.3 m·Weight 1.0 kg

Base stats

HP
48
Atk
101
Def
95
SpA
91
SpD
85
Spe
15
Total435

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Pokémon Champions data for this Pokémon is not confirmed yet. Base stats and abilities follow the main series and will update automatically once confirmed.

Abilities

* Hidden ability

  • Lightning Rod

    immune to Electric-type moves · draws in Electric-type moves · Sp. Atk +1 when hit

  • Electric Surge

    sets Electric Terrain for 5 turns on entry · grounded Pokémon's Electric-type moves ×1.3 · prevents sleep

Learnable moves

48 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • restores 1/2 of max HP

    PowerAcc.PP8
  • user faints

    Power200Acc.100PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • user or ally: one random stat +2

    PowerAcc.PP20
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • Power110Acc.80PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • rain for 5 turns

    PowerAcc.PP8
  • 30% chance: target's accuracy −1

    Power90Acc.85PP12
  • 30% chance: burn

    Power80Acc.100PP16
  • 20% chance: target's Defense −1

    Power85Acc.100PP12
    Contact
  • target's Attack −1

    Power50Acc.100PP20
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • user's Sp. Def +1

    PowerAcc.PP20
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • 30% chance: flinch

    Power80Acc.100PP12
    Contact
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • misses: user loses 1/2 max HP

    Power100Acc.95PP16
    ContactStomp
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • sets poison spikes on the foes' side · poisons Pokémon switching in

    PowerAcc.PP20
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • sets spikes on the foes' side · damages Pokémon switching in

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • hits 2–5 times

    Power25Acc.95PP20
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • target's Attack/Sp. Atk −2

    PowerAcc.100PP12
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • [Priority +1] only works if the target is readying an attack

    Power70Acc.100PP8
    Contact
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact