Pincurchin is an Electric-type Pokémon introduced in Generation VIII, with a base stat total of 435 and no standard evolutions.

Pincurchin

Pincurchin

Abilities

Lightning Rod

Draws electrical moves.

Electric Surge

Turns the ground into Electric Terrain when the Pokémon enters a battle.

Hidden Ability

Base Stats

Total: 435
EV Yield: 2 Attack
HP: 48
Attack: 101
Defense: 95
Sp. Atk: 91
Sp. Def: 85
Speed: 15

Pincurchin's Weaknesses and Resistances

Evolution Chain

Pincurchin does not evolve into or from any other Pokémon.

Pincurchin Playthrough, Competitive, and Nuzlocke Usage

Using Pincurchin in a Playthrough

Pincurchin does not evolve and has a highly unusual stat spread: base 101 Attack, 91 Special Attack, 95 Defense, and 85 Special Defense are respectable, but only 48 HP and an exceptionally low base 15 Speed make it one of the slowest offensive Electric-types in the series. Pure Electric typing provides resistances to Electric, Flying, and Steel and only one weakness to Ground, while its decent defenses and Recover can make it sturdier than the low HP initially suggests. Lightning Rod grants a complete Electric immunity and raises Special Attack when an Electric move is redirected into Pincurchin, whereas the Hidden Ability Electric Surge automatically creates Electric Terrain and is much more valuable when the entire team is designed to exploit terrain. Electric Terrain strengthens grounded Electric attacks and prevents grounded Pokémon from falling asleep, while in Sword/Shield it also enables the doubled power of Rising Voltage against grounded targets; Discharge, Thunderbolt, Zing Zap, Scald in compatible games, Hydro Pump, and hazards let Pincurchin use either attacking stat. Spikes and Toxic Spikes provide team-wide value and Recover supplies reliable healing, while Memento can create a free setup turn for a teammate only by causing Pincurchin to faint and is therefore inappropriate for any playthrough where preserving the Pokémon matters. Its extreme slowness makes Trick Room one of the few ways to turn Speed into an advantage, but ordinary story teams can simply use its bulk, hazards, recovery, and strong attacks without building around that mechanic. Quiet or Brave can maximize one attacking side without meaningfully sacrificing Speed, while Bold is useful for a more defensive terrain-and-hazards role.

Pincurchin in Competitive Pokémon

Pincurchin's competitive identity is almost entirely defined by Electric Surge rather than its raw statistics. In Sword/Shield it is ZU, where Smogon identifies it as the primary Electric Terrain setter for dedicated terrain teams, using Terrain Extender to support sweepers while contributing Rising Voltage, Scald, Spikes, or Memento. Electric Surge allowed partners carrying Electric Seed or terrain-dependent Abilities and attacks to function immediately without spending a turn manually setting terrain, and Rising Voltage itself became extremely powerful against grounded targets while Electric Terrain was active. Pincurchin could also use Recover or Toxic Spikes, but base 48 HP and 15 Speed prevent it from acting as a broadly reliable wall despite respectable 95/85 defenses. Scarlet/Violet currently also places Pincurchin in ZU, and its role remains terrain support rather than independent sweeping; current data continues to pair Electric Surge with hazards, Discharge, recovery, or sacrificial momentum tools. Lightning Rod offers a specialized alternative in doubles by redirecting Electric moves and granting an immunity, but choosing it sacrifices the automatic terrain that gives Pincurchin its most distinctive singles niche. Its career is therefore narrow but legitimate: Pincurchin is rarely selected because it is individually stronger than other Electric-types, but it enables a team style that very few Pokémon can establish automatically.

Pincurchin in Nuzlockes

Pincurchin can be surprisingly useful in a Nuzlocke because pure Electric has only one weakness and its defensive stats are respectable even though the HP stat is low. Lightning Rod is especially safe when available because it creates a complete Electric immunity and can turn a correctly predicted Electric attack into a Special Attack boost rather than damage. Electric Surge instead provides team support by preventing sleep for grounded allies and increasing Electric damage, which can remove a major status threat without spending a move. Recover is one of Pincurchin's most important survival tools because base 15 Speed means it frequently has to absorb damage before acting, making dependable healing more valuable than attempting to outspeed anything naturally. Discharge, Thunderbolt, and Zing Zap offer accurate Electric damage, while Scald in compatible games can punish Ground-types that would otherwise switch into Electric attacks freely. Memento should normally be avoided completely in permadeath play because it causes Pincurchin to faint by design, even though competitive terrain teams often use the move to give a teammate a free setup opportunity. Ground attacks are the clear type-chart danger, and because Earthquake and High Horsepower are both common and powerful, Pincurchin should rely on prediction and recovery rather than assuming its decent defenses can absorb its sole weakness.

Learnsets

54 moves · Scarlet Violet

Level Up

1 Peck flying type 35 100 physical move
1 Thunder Shock electric type 40 100 special move
5 Water Gun water type 40 100 special move
10 Charge electric type --- --- status move
15 Fury Attack normal type 15 85 physical move
20 Spark electric type 65 100 physical move
25 Bubble Beam water type 65 100 special move
30 Recover normal type --- --- status move
35 Curse ghost type --- --- status move
40 Electric Terrain electric type --- --- status move
45 Poison Jab poison type 80 100 physical move
50 Zing Zap electric type 80 100 physical move
55 Acupressure normal type --- --- status move
60 Discharge electric type 80 100 special move

Machine

- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Hydro Pump water type 110 80 special move
- Surf water type 90 100 special move
- Hyper Beam normal type 150 90 special move
- Thunderbolt electric type 90 100 special move
- Thunder Wave electric type --- 90 status move
- Thunder electric type 110 70 special move
- Swift normal type 60 --- special move
- Rest psychic type --- --- status move
- Substitute normal type --- --- status move
- Curse ghost type --- --- status move
- Reversal fighting type --- 100 physical move
- Protect normal type --- --- status move
- Spikes ground type --- --- status move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Pain Split normal type --- --- status move
- Rain Dance water type --- --- status move
- Facade normal type 70 100 physical move
- Charge electric type --- --- status move
- Muddy Water water type 90 85 special move
- Toxic Spikes poison type --- --- status move
- Poison Jab poison type 80 100 physical move
- Giga Impact normal type 150 90 physical move
- Charge Beam electric type 50 90 special move
- Venoshock poison type 65 100 special move
- Electro Ball electric type --- 100 special move
- Scald water type 80 100 special move
- Hex ghost type 65 100 special move
- Electroweb electric type 55 95 special move
- Wild Charge electric type 90 100 physical move
- Electric Terrain electric type --- --- status move
- Throat Chop dark type 80 100 physical move
- Liquidation water type 85 100 physical move
- Tera Blast normal type 80 100 special move
- Chilling Water water type 50 100 special move
- Supercell Slam electric type 100 95 physical move

Egg

- Memento dark type --- 100 status move
- Sucker Punch dark type 70 100 physical move

Pokédex Entries

2 entries
Sword

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

Shield

It stores electricity in each spine. Even if one gets broken off, it still continues to emit electricity for at least three hours.

Additional Images

PokeAPI sprites

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Pincurchin Biology and Behavior

Pincurchin is a sea-urchin-like Pokémon with five hard teeth that it uses to scrape seaweed from rocks and other surfaces. As that food is digested, its body converts the meal into electricity and stores the resulting charge inside the spines covering its back. Those spines continue emitting electricity for roughly three hours even if broken off from the body, showing that the stored charge remains locally contained in the detached structure. Pincurchin itself is timid and easily frightened and responds to sudden threats by discharging electricity through the spines. That defense is particularly important against Mareanie, a documented natural predator of the species. The yellow structures around Pincurchin's mouth do not conduct electricity, separating its feeding anatomy from the electrically active spines that protect the rest of the body.

Pincurchin Biological Data

National Pokédex
#871
Species
Sea Urchin Pokémon
Height
1' 0" (0.3 m)
Weight
2.2 lbs (1.0 kg)
Habitat
Currently Unknown
Color
Purple
Body Style
Tentacles
Gender
50% female / 50% male

Misc

Catch Rate: 75

Base Experience: 152 Exp

Hatch Counter: 20

Pincurchin Size Comparison: BETA

Pincurchin is listed at 1' 0" (0.3 m) and shown in an in-chart visual comparison.

7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
pincurchin
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.