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SynerDexOpen Team Builder
Pokemon Champions - Reg M-C / VGC 2026

Pincurchin - Pokemon Champions

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

ElectricBasicGen 8
Tournament usageCheck team weaknesses
Pincurchin

Base stats

HP
48
Atk
101
Def
95
SpA
91
SpD
85
Spe
15

Type matchups

2x weak to
Ground
0.5x resists
ElectricFlyingSteel

Current usage and builds

Moves

Rising Voltage
special / 70-140 BP / 100%
87%
Protect
status / Priority +4
69%
Sucker Punch
physical / 70 BP / 100% / Priority +1
51%
Scald
special / 80 BP / 100%
40%
Acupressure
status
16%
Electroweb
special / 55 BP / 95%
14%
Recover
status
12%
Discharge
special / 80 BP / 100%
11%

Items

Magnet
Holder's Electric-type attacks have 1.2x power.
28%
Electric Seed
If the terrain is Electric Terrain, raises holder's Defense by 1 stage. Single use.
22%
Life Orb
Holder's attacks do 1.3x damage, and it loses 1/10 its max HP after the attack.
11%
Terrain Extender
Holder's use of Electric/Grassy/Misty/Psychic Terrain lasts 8 turns instead of 5.
8%
Sitrus Berry
Restores 1/4 max HP when at 1/2 max HP or less. Single use.
6%
Focus Sash
If holder's HP is full, will survive an attack that would KO it with 1 HP. Single use.
5%
Shuca Berry
Halves damage taken from a supereffective Ground-type attack. Single use.
4%
Leftovers
At the end of every turn, holder restores 1/16 of its max HP.
3%

Abilities

Electric Surge
On switch-in, this Pokemon summons Electric Terrain.
98%
Lightning Rod
This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
2%

Spreads

Quiet
HP 32 / Atk 0 / Def 0 / SpA 32 / SpD 2 / Spe 0
26%
Modest
HP 32 / Atk 0 / Def 2 / SpA 32 / SpD 0 / Spe 0
11%
Modest
HP 32 / Atk 0 / Def 0 / SpA 32 / SpD 2 / Spe 0
26%
Quiet
HP 32 / Atk 0 / Def 2 / SpA 32 / SpD 0 / Spe 0
11%

Learnset

Acupressure

Normal - status

status

Raises a random stat of the user or an ally by 2.

Assurance

Dark - physical / 60 BP / 100%

physical

Power doubles if target was damaged this turn.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Charge

Electric - status

status

+1 SpD, user's next Electric move 2x power.

Charge Beam

Electric - special / 50 BP / 90%

special

70% chance to raise the user's Sp. Atk by 1.

Chilling Water

Water - special / 50 BP / 100%

special

100% chance to lower the target's Attack by 1.

Curse

Ghost - status

status

Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.

Discharge

Electric - special / 80 BP / 100%

special

30% chance to paralyze adjacent Pokemon.

Electric Terrain

Electric - status

status

5 turns. Grounded: +Electric power, can't sleep.

Electro Ball

Electric - special / 40-150 BP / 100%

special

More power the faster the user is than the target.

Electroweb

Electric - special / 55 BP / 95%

special

100% chance to lower the foe(s) Speed by 1.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Hex

Ghost - special / 65-130 BP / 100%

special

Power doubles if the target has a status ailment.

Hydro Pump

Water - special / 110 BP / 80%

special

No additional effect.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Liquidation

Water - physical / 85 BP / 100%

physical

20% chance to lower the target's Defense by 1.

Memento

Dark - status / 100%

status

Lowers target's Attack, Sp. Atk by 2. User faints.

Muddy Water

Water - special / 90 BP / 85%

special

30% chance to lower the foe(s) accuracy by 1.

Pain Split

Normal - status

status

Shares HP of user and target equally.

Payback

Dark - physical / 50 BP / 100%

physical

Power doubles if the user moves after the target.

Pin Missile

Bug - physical / 25 BP / 95%

physical

Hits 2-5 times in one turn.

Poison Jab

Poison - physical / 80 BP / 100%

physical

30% chance to poison the target.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Recover

Normal - status

status

Heals the user by 50% of its max HP.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Reversal

Fighting - physical / 20-200 BP / 100%

physical

More power the less HP the user has left.

Rising Voltage

Electric - special / 70-140 BP / 100%

special

2x power if target is grounded in Electric Terrain.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Scald

Water - special / 80 BP / 100%

special

30% chance to burn the target. Thaws target.

Self-Destruct

Normal - physical / 200 BP / 100%

physical

Hits adjacent Pokemon. The user faints.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Spikes

Ground - status

status

Hurts grounded foes on switch-in. Max 3 layers.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sucker Punch

Dark - physical / 70 BP / 100% / Priority +1

physical

Usually goes first. Fails if target is not attacking.

Supercell Slam

Electric - physical / 100 BP / 95%

physical

User is hurt by 50% of its max HP if it misses.

Surf

Water - special / 90 BP / 100%

special

Hits adjacent Pokemon. Double damage on Dive.

Throat Chop

Dark - physical / 80 BP / 100%

physical

For 2 turns, the target cannot use sound moves.

Thunder

Electric - special / 110 BP / 70%

special

30% chance to paralyze. Can't miss in rain.

Thunder Wave

Electric - status / 90%

status

Paralyzes the target.

Thunderbolt

Electric - special / 90 BP / 100%

special

10% chance to paralyze the target.

Toxic Spikes

Poison - status

status

Poisons grounded foes on switch-in. Max 2 layers.

Venoshock

Poison - special / 65 BP / 100%

special

Power doubles if the target is poisoned.

Wild Charge

Electric - physical / 90 BP / 100%

physical

Has 1/4 recoil.

Zing Zap

Electric - physical / 80 BP / 100%

physical

30% chance to make the target flinch.

Abilities

Lightning Rod

This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.

Electric Surge

On switch-in, this Pokemon summons Electric Terrain.

Mechanics

Speed Control

Electroweb affects turn order.

Redirection

Lightning Rod redirects matching attacks.

Terrain

Electric Surge sets terrain.

Priority

Endure has positive priority.

Recovery

Recover is a common recovery move.

Forms and items

PincurchinElectricOpen

Questions

What is Pincurchin weak to in Pokemon Champions?

Pincurchin is weak to Ground based on its Electric typing.

What are Pincurchin's base stats?

Pincurchin's base stats are HP 48, Atk 101, Def 95, SpA 91, SpD 85, Spe 15.

What are common moves for Pincurchin?

Common Pincurchin moves include Rising Voltage, Protect, Sucker Punch, Scald in current Reg M-C usage.

Is Pincurchin good in the current regulation?

Pincurchin has current Reg M-C usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.