Stats, type matchups, abilities, learnset, current usage, and build context for Pincurchin in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Normal - status
Raises a random stat of the user or an ally by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
Electric - status
5 turns. Grounded: +Electric power, can't sleep.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - status / 100%
Lowers target's Attack, Sp. Atk by 2. User faints.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Normal - status
Shares HP of user and target equally.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Bug - physical / 25 BP / 95%
Hits 2-5 times in one turn.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - status
Heals the user by 50% of its max HP.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Electric - special / 70-140 BP / 100%
2x power if target is grounded in Electric Terrain.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Water - special / 80 BP / 100%
30% chance to burn the target. Thaws target.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Electric - physical / 100 BP / 95%
User is hurt by 50% of its max HP if it misses.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Electric - physical / 80 BP / 100%
30% chance to make the target flinch.