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Pincurchinin Pokémon Heart & Soul

electric

Pokédex Entry

Sea Urchin Pokémon

It feeds on seaweed, using its teeth to scrape it off rocks. Electric current flows from the tips of its spines.

Pincurchin in Pokémon Heart & Soul

Pincurchin is #871 in the Pokédex for Pokémon pincurchin. This page covers its electric typing, base stats, abilities, level-up and TM/HM moves, evolution, and where to find it.

Type
Electric
Dex
#871
Abilities
LIGHTNING ROD(Primary)

Draws electrical moves.

ELECTRIC SURGE(Secondary)

Field becomes Electric.

Growth Rate
mediumfast
Gender Ratio
50% Male, 50% Female
Egg Groups
water1, amorphous
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
75
pokeball
Poké Ball7.5%
greatball
Great Ball10.9%
ultraball
Ultra Ball13.4%
Base Exp
152
EV Yield
2 Attack
Wild Held Items
None
Weak To
ground ×2
Resists
electric ×0.5flying ×0.5steel ×0.5

How to Obtain

Pincurchin isn't found in the wild. You'll need to evolve, trade, or breed to get one.

Level Up Moves (14)

PeckLevel: 1flying
3510035
Attacks the foe with a jabbing beak, etc.
Thunder ShockLevel: 1electric
4010030
An electrical attack that may paralyze the foe.
Water GunLevel: 5water
4010025
Squirts water to attack the foe.
ChargeLevel: 10electric
0020
Charges power to boost the Electric move used next.
Fury AttackLevel: 15normal
158520
Jabs the foe 2 to 5 times with sharp horns, etc.
SparkLevel: 20electric
6510020
An electrified tackle that may paralyze the foe.
Bubble BeamLevel: 25water
6510020
Forcefully sprays bubbles that may lower Speed.
RecoverLevel: 30normal
0020
Recovers up to half the user's maximum HP.
CurseLevel: 35normal
0010
A move that functions differently for GHOSTS.
Electric TerrainLevel: 40electric
0010
Electrifies the ground for 5 turns. Prevents sleep.
Poison JabLevel: 45poison
8010020
A stabbing attack that may poison the foe.
Zing ZapLevel: 50electric
8010010
An electrified impact that can cause flinching.
AcupressureLevel: 55normal
0030
The user sharply raises one of its stats.
DischargeLevel: 60electric
8010015
Zaps all other {PKMN} with electricity. May paralyze.

TM/HM Moves (23)

Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Brinewater
6510010TM55
Does double damage to foes with half HP or less.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
Hyper Beamnormal
150905TM15
Leaves the user immobile if target is not KO'd.
Paybackdark
5010010TM66
Attack that gains power if the user moves last.
Poison Jabpoison
8010020TM84
A stabbing attack that may poison the foe.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Surfwater
010015HM03
Creates a huge wave, then crashes it down on the field.crashes it down on the foes.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
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