Accent Image to accompany hero

Pincurchinin Pokémon Heart & Soul

electric
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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 Heart & Soul. 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 has no wild encounters recorded in this game, and no other in-game source is recorded yet.

Gen 7 Moves

The movepool a new game starts with.

Level Up (14)

PeckLevel: 1flying
PWR35ACC100PP35
Attacks the foe with a jabbing beak, etc.
Thunder ShockLevel: 1electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Water GunLevel: 5water
PWR40ACC100PP25
Squirts water to attack the foe.
ChargeLevel: 10electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
Fury AttackLevel: 15normal
PWR15ACC85PP20
Jabs the foe 2 to 5 times with sharp horns, etc.
SparkLevel: 20electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Bubble BeamLevel: 25water
PWR65ACC100PP20
Forcefully sprays bubbles that may lower Speed.
RecoverLevel: 30normal
PWR0ACC0PP20
Recovers up to half the user's maximum HP.
CurseLevel: 35ghost
PWR0ACC0PP10
A move that functions differently for GHOSTS.
Electric TerrainLevel: 40electric
PWR0ACC0PP10
Electrifies the ground for 5 turns. Prevents sleep.
Poison JabLevel: 45poison
PWR80ACC100PP20
A stabbing attack that may poison the foe.
Zing ZapLevel: 50electric
PWR80ACC100PP10
An electrified impact that can cause flinching.
AcupressureLevel: 55normal
PWR0ACC0PP30
The user sharply raises one of its stats.
DischargeLevel: 60electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.

Egg Moves (2)

Mementodark
PWR0ACC0PP10
The user faints and harshly lowers foes Atk and Sp.Atk.
Sucker Punchdark
PWR0ACC100PP5
Strikes first if the foe is preparing Attack.

Gen 3 Moves

Used when the “Pokémon Movepool” challenge setting is set to Gen 3.

Level Up (14)

PeckLevel: 1flying
PWR35ACC100PP35
Attacks the foe with a jabbing beak, etc.
Thunder ShockLevel: 1electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Water GunLevel: 5water
PWR40ACC100PP25
Squirts water to attack the foe.
ChargeLevel: 10electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
Fury AttackLevel: 15normal
PWR15ACC85PP20
Jabs the foe 2 to 5 times with sharp horns, etc.
SparkLevel: 20electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Bubble BeamLevel: 25water
PWR65ACC100PP20
Forcefully sprays bubbles that may lower Speed.
RecoverLevel: 30normal
PWR0ACC0PP20
Recovers up to half the user's maximum HP.
CurseLevel: 35ghost
PWR0ACC0PP10
A move that functions differently for GHOSTS.
Electric TerrainLevel: 40electric
PWR0ACC0PP10
Electrifies the ground for 5 turns. Prevents sleep.
Poison JabLevel: 45poison
PWR80ACC100PP20
A stabbing attack that may poison the foe.
Zing ZapLevel: 50electric
PWR80ACC100PP10
An electrified impact that can cause flinching.
AcupressureLevel: 55normal
PWR0ACC0PP30
The user sharply raises one of its stats.
DischargeLevel: 60electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.

TM/HM Moves (23)

Attractnormal
PWR0ACC100PP15TM45
Makes the opposite gender less likely to attack.
Brinewater
PWR65ACC100PP10TM55
Does double damage to foes with half HP or less.
Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
PWR0ACC0PP10TM58
Endures any attack for 1 turn, leaving at least 1HP.
Facadenormal
PWR70ACC100PP20TM42
Boosts power when burned, paralyzed, or poisoned.
Giga Impactnormal
PWR150ACC90PP5TM68
Leaves the user immobile if target is not KO'd.
Hyper Beamnormal
PWR150ACC90PP5TM15
Leaves the user immobile if target is not KO'd.
Paybackdark
PWR50ACC100PP10TM66
Attack that gains power if the user moves last.
Poison Jabpoison
PWR80ACC100PP20TM84
A stabbing attack that may poison the foe.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Sleep Talknormal
PWR0ACC0PP10TM82
Uses an available move randomly while asleep.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Surfwater
PWR0ACC100PP15HM03
Creates a huge wave, then crashes it down on the field.crashes it down on the foes.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
PWR0ACC0PP20TM73
A weak jolt of electricity that paralyzes the foe.
Frustrationnormal
PWR1ACC100PP20TM21
Attack that is stronger if the Trainer is disliked.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Natural Giftnormal
PWR1ACC100PP15TM83
The effectiveness varies with the held Berry.
Returnnormal
PWR1ACC100PP20TM27
Attack that increases in power with friendship.
Secret Powernormal
PWR70ACC100PP20TM43
Attack with effects that vary by location.

Type Summary

1
Weaknesses
3
Resistances
0
Immunities
14
Neutral

Weaknesses

Types that deal increased damage to Pincurchin. Use these types to counter it effectively.

Resistances & Immunities

Types that Pincurchin resists or is immune to. Avoid using these types against it.

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