Pincurchin

Pincurchin, the Sea Urchin Pokémon. It feeds on seaweed, using its teeth to scrape it off rocks. Electric current flows from the tips of its spines. It stores electricity in each spine. Even if one gets broken off, it still continues to emit electricity for at least three hours.

Overview

Pincurchin was initially introduced in this generation as Tapu Koko’s replacement, possessing the same valuable Electric Surge ability, and Pincurchin is certainly capable of abusing Electric Terrain. Electric Surge empowered Rising Voltage is a ludicrous STAB option to have and regardless of physical or special, Pincurchin has Water coverage to compliment its boosted STABs, preventing Ground types from being an easy answer. Pincurchin’s support movepool is respectable as well, having the reliable Recover for longevity alongside entry hazard options in Spikes and Toxic Spikes.

However, none of this compensates for Pincurchin’s crippling flaw -its stats. What are good defenses are let down by poor HP and a typing lacking in resistances, preventing Pincurchin from taking many hits, even with Recover. Its offenses are usable, but need more setup to become truly threatening, for which Pincurchin lacks the movepool and speed to do so. Its niche -Electric Terrain setting is prone to disruption, with several Max Moves and other Terrain setters overwriting Pincurchin’s favored terrain. And Tapu Koko has returned, leaving Pincurchin wholly outclassed for the foreseeable future.
Positives
Electric Surge is an amazing ability that can enable many Pokémon and pairs well with Rising Voltage for a superlative defyingly strong attack.
Balanced Offenses with good STABs and coverage give Pincurchin some unpredictability
Good support movepool with Entry Hazards, Recover and Memento being standout picks

Negatives
Poor HP and lack of resistances sabotages Pincurchin’s good Defenses and Recover, preventing it from taking powerful attacks.
Abysmal Speed that leaves Pincurchin outsped by Ferrothorn forces it to take damage before doing anything, further compromising its bulk.
STAB and coverage is easily resisted with only average offenses and few boosting options exasperating the issue.
Outclassed by Tapu Koko.

Movesets

Spike Hero Rise

-Toxic Spikes
-Recover
-Rising Voltage
-Scald
Ability: Electric Surge
Item: Leftovers
EVs and Nature:
252 HP / 252 Def / 4 SDef
Bold Nature

Pincurchin exercises its support capabilities with this set. Toxic Spikes places your opponent’s team on a timer which synergizes well with the Electric Terrain setup that Pincurchin enables and few Defoggers want to come in on Pincurchin. Recover gives Pincurchin much needed longevity to reestablish Toxic Spikes and Electric Terrain as need be. Rising Voltage ensures Pincurchin isn’t completely passive and even uninvested packs a decent punch. Scald rounds out the set, giving Pincurchin an answer against Ground types and spreads burns to floating/Poison Immune targets.

DYNAMAX:
This Pincurchin set is not good for Dynamaxing at all. Pincurchin’s ability provides the utility you would get out of STAB Max Lightning and Rising Voltage's power is noticeably lower as Max Lightning. And this is on top of this being a support set reliant on its status moves for utility and staying healthy.

EVs and Items:
Max HP and Defense are recommended for the most bulk -most Ground types and Ground attacks are physical, so Pincurchin has a better chance to survive a surprise Ground attack. Leftovers gives Pincurchin much needed longevity, but if you just want Electric Terrain to persist after Pincurchin’s setup, Terrain Extender can support in that role.

Partners:
Allies that can abuse the Electric Terrain that Pincurchin sets up are greatly appreciated. Alolan Raichu is a standout -despite the weakness stacking, its Speed becomes peerless on top of the incredibly boosted Rising Voltage’s it can throw around. Unburden users with Electric Seed like Sceptile and Hitmonlee also make for great partners, able to use the conditions to push for a sweep, with Sceptile being a pivot into Ground types having it excel at this role. Terrain Pulse Clawitzer is a niche pick, being able to abuse Terrain Pulse thanks to Mega Launcher and favoring the same Trick Room Pincurchin does.
Pokémon that can answer Pincurchin’s resists are greatly appreciated. Ice moves in particular cover all of them, so Pokémon like Frosmoth, and Abomoasnow who can pivot into Ground moves and threaten Pincurchin’s resists out as well as appreciating the passive damage Pincurchin racks up.

Other Options:
Venoshock -Pairs well with Toxic Spikes, covers Grass types and is Pincurchin’s only reliable way of boosting its Special Attack when Dynamaxed
Spikes -Another excellent Entry Hazard and works on grounded Poison types
Memento -Pincurchin doesn’t get Volt Switch so this is its only way of getting an Electric Terrain sweeper in quickly.

Cursed Burr

-Curse
-Zing Zap
-Liquidation
-Recover
Ability: Electric Surge
Item: Leftovers
EVs and Nature:
252 HP / 252 Atk / 4 SDef
Brave Nature

Curse Pincurchin aims for a late game setup and sweep once its checks have been removed. Curse boosts its Attack and Defense up to respectable levels while Pincurchin is already so slow that the drop in Speed won’t make any difference. Zing Zap has excellent power with no drawback under Electric Terrain while Liquidation in addition to answering Ground types makes it difficult to wall Pincurchin as it can snowball off Defense drops. Recover rounds out the set, keeping Pincurchin healthy while and after setting up.

DYNAMAX:
Pincurchin makes for a decent Dynamax option after setting up, with the doubled HP patching Pincurchin’s lackluster HP. The extra damage on Max Lightning Zing Zap and Max Geyser Liquidation are also appreciated, but the numerous common resists prevents Pincurchin from being a dedicated Dynamax sweeper.

EVs and Items:
Max HP and Attack to balance offense and defense. Alternatively, one can forego the Attack investment and place EVs into Special Defense to make the Curse setup more reliable and Pincurchin harder to break through once setup, but the power drop is noticeable. Leftovers gives Pincurchin badly needed recovery while setting up so it isn’t forced to Recover as often. Lum Berry can be considered to ward off status like Toxic and Burns.

Partners:
Trick Room setters are invaluable. With Pincurchin’s rock bottom speed even before Curse, it will almost always get the jump on the opposition under Trick Room, which additionally eases setup. Claydol is an excellent Trick Room setter, able to handle/compromise Pincurchin’s checks with Ice Beam and/or Toxic while providing a slow pivot with Teleport. Jellicent and Xatu can also handle opposing Ground types while safely setting up Trick Room. Pokémon that can answer Pincurchin’s resists are greatly appreciated to enable a sweep. Ice moves in particular cover all of them, so Pokémon like Frosmoth, Frosslass and Abomoasnow who can pivot into Ground moves and eliminate Pincurchin’s resists.

Other Options:
Poison Jab -answers Grass types that otherwise resist Electric STAB and Water coverage.

Countering Pincurchin

Seismitoad and Gastrodon counter Pincurchin, outright immune to Electric STAB and Water coverage and not taking much damage from anything else, only worrying about the entry hazards Pincurchin can set. Ferrothorn similarly has the bulk to not care about anything Pincurchin throws at it though a Scald Burn is annoying.

Dragon types are a consistent problem for Pincurchin -it has no super effective coverage against them and its favored Water coverage is also resisted by Dragon types. Druddigon and Goodra have the bulk to take hits from both sides of the spectrum, but both are worn down quickly but entry hazards. Duraludon easily handles physical sets, while Altaria can blank special oriented Pincurchin and neither care about Pincurchin’s entry hazards.

If not running Poison coverage, Grass types can stop Pincurchin cold. Rillaboom stands out thanks to its Grassy Terrain overwriting Pincurchin’s Electric Terrain. Appletun, Tangrowth, and Rotom-Mow also fare similarly well.

While stopping Pincurchin is easy, stopping its support is far more difficult. Terrain and Entry Hazards are both cleared by Defog, but few Defoggers can switch into Pincurchin safely. The Rotom appliances are a notable exception, having the bulk to take boosted hits and clear the terrain, as can Silvally-Dragon..

Locations in Games

Red/Blue/Yellow:
Not in game

Gold/Silver/Crystal:
Not in game

Ruby/Sapphire/Emerald:
Not in game

FireRed/LeafGreen:
Not in game

Colosseum/XD:
Not in game

Diamond/Pearl/Platinum:
Not in game

HeartGold/SoulSilver:
Not in game

Black/White:
Not in game

Black 2/White 2:
Not in game

X/Y:
Not in game

Omega Ruby/Alpha Sapphire:
Not in game

Sun/Moon:
Not in game

Ultra Sun/Ultra Moon:
Not in game

Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game

Sword/Shield:
Route 9, Courageous Cavern, Loop Lagoon, Frigid Sea
Max Raid Battles: Giant's Mirror, Lake of Outrage, Motostoke Riverbank, Fields of Honor, Forest of Focus, Challenge Beach, Honeycalm Sea, Frostpoint Field, Giant's Bed, Frigid Sea, Three-Point Pass, Ballimere Lake

Brilliant Diamond/Shining Pearl:
Not in game

Legends: Arceus:
Not in game

Anime Appearences

Pincurchin has made a few cameo appearances in the anime in the background in Wyndon with its trainers

# -English Episode Name- -Jp. Episode Name- Pics
1204 Curtain up! Fight the Fights! The Curtain Rises! The Masters Tournament!! Pics
1218 A Flood of Torrential Gains The Finals I: Torrent Pics
1219 Toying With Your Motions! The Finals II: Toying Pics
1220 Paring Pokémon While Parrying! The Finals III: Smashing Pics
16 Quaxly, We Can Do It! As Long As I'm With Quaxly... Pics
42 TBC Transform! Palafin, the Hero of the Sea! Pics