Stats, type matchups, abilities, learnset, current usage, and build context for Pincurchin in Pokemon Champions.
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.