Pincurchin
No. 0871
Type: Electric
It stores electricity in each spine. Even if one gets broken off, it still continues to emit electricity for at least three hours.
Base stats
| HP | 48 |
|---|---|
| Attack | 101 |
| Defense | 95 |
| Sp. Attack | 91 |
| Sp. Defense | 85 |
| Speed | 15 |
Total 435
What to answer with
Attacking types that hit what hits it hard, and the best move of each one it learns.
- Water — Covers 1 weakness (Ground) — Surf
- Grass — Covers 1 weakness (Ground) — It learns nothing of that type
- Ice — Covers 1 weakness (Ground) — It learns nothing of that type
Abilities
- Lightning Rod
- Electric Surge (Hidden)
Moves
- Acupressure
- Body Slam
- Bubble Beam
- Charge
- Charge Beam
- Chilling Water
- Curse
- Discharge
- Electric Terrain
- Electro Ball
- Electroweb
- Endure
- Facade
- Fury Attack
- Giga Impact
- Hex
- Hydro Pump
- Hyper Beam
- Liquidation
- Memento
- Muddy Water
- Pain Split
- Peck
- Poison Jab
- Protect
- Rain Dance
- Recover
- Rest
- Reversal
- Scald
- Sleep Talk
- Spark
- Spikes
- Substitute
- Sucker Punch
- Supercell Slam
- Surf
- Swift
- Take Down
- Tera Blast
- Throat Chop
- Thunder
- Thunderbolt
- Thunder Shock
- Thunder Wave
- Toxic Spikes
- Venoshock
- Water Gun
- Wild Charge
- Zing Zap
What the optimizer would run
Rules: Gen 9 OU (singles)
- Role
- Setup sweeper
- Ability
- Electric Surge
- Item
- Life Orb
- Nature
- Adamant
- EVs
- 252 HP / 252 Atk / 4 SpD
- Moves
- Charge, Supercell Slam, Liquidation, Sucker Punch