PokéBase - Pokémon Q&A
0 votes

If you have a good competitive moveset for Pincurchin, post an answer below and upvote the best ones. Movesets for any of its pre-evolutions can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some explanation, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Pincurchin Pokedex and learnset for reference.

Pincurchin sprite

reshown by

7 Answers

4 votes

A fun Pokémon to use alongside its little friend Pyukumuku.

Pyukumuku (Water)
•Ability: Unaware
•Impish Nature (+Def, -SAtk)
•EVs: 252 HP / 128 Def / 128 SDef
•Item: Leftovers / Sitrus Berry

Pincurchin (Electric)
•Ability: Lightning Rod
•Modest Nature (+SAtk, -Atk)
•EVs: 252 HP / 252 Def / 4 SAtk
•Item: Kee Berry / Shuca Berry / Expert Belt
-Thunderbolt / Thunder
­-Recover / Hex / Scald / Brine

Pincurchin draws in electric attacks (which Pyukumuky is weak to) and increases its S.Atk stat.
The idea is to use Toxic > Venoschock/Counter > Recover > Venoshock/Counter > Recover > ...
In case your oppenent switches to a steel type then you can use Soak + Thunderbolt/Thunder and poison it after that.
Hex is an option for Pincurchin as well since it will double the damage when your opponent is poisoned and is also a good coverage move. Scald/Brine is another great move to pick.

1 vote

Warning: this moveset contains a move tutor the requires the Isle of Armor expansion.

[email protected]
Trait: Electric Surge
Nature: Calm (+Sp. Defense, - Attack)
EVs: 252 HP, 128 Defense, 128 Sp. Defense
Role: Special Set Up


  • Recover
  • Spikes
  • Toxic Spikes
  • Rising Voltage
1 vote

[email protected]
Ability:Electric Surge
EVs:252 HP 128 Defense 128 Sp.Defense
•Rising Voltage:STAB
•Toxic Spikes
•Liquidation:Covers ground
He can set up electric terrain and hazards which is quite helpful

1 vote

Gen 8 NU
Pincurchin @ Electric Seed
Ability: Electric Surge
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Zing Zap
- Liquidation
- Curse
- Recover
Explanation: Upon setting up Electric Terrain, the Electric Seed gets consumed, boosting it's Defense. It can also boost its Defense even more along with the Attack stat using Curse. Zing Zag is for STAB, and Liquidation is for ground types. Recover is to help Pincurchin stay in the field longer.

edited by
0 votes

Pincurchin @ Leftovers
Ability: Electric Surge
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spikes
- Toxic Spikes
- Memento / Self-Destruct / Discharge / Zing Zap
- Zing Zap / Discharge / Scald / ?

Hazard setter that sets Electric Surge.

0 votes

Pincurchin @ Kee Berry
Ability: Electric Surge
EVs: 248 HP/ 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Spikes
- Rising Voltage
- Memento
- Surf
Spikes for entering hazard, rising voltage was doubled due to its ability—Eletric surge, memento is when your HP was low, and surf for coverage,
Everyone said it’s was very similar to pyukumuku, but not for me!

0 votes

Pincurchin @ Terrain Extender
Ability: Electric Surge
EVs: 252 HP / 252 Def / 4 SpD
IVs: 0 Atk
Bold Nature
-Rising Voltage
-Toxic Spikes

This Pincurchin is supposed to set Electric Terrain for teammates like Alolan Raichu that need it. Terrain Extender prolongs Electric Terrain, and the Bold Nature boosts its Defense while lowering the unnecessary Attack stat.

Both Spikes and Toxic Spikes are used to soften up opponents so your teammates can take them down more easily. Recover helps Pincurchin stick around, which is good if Electric Terrain ever needs to be set back up after it fades. Rising Voltage is a nice Special move that's even better in Electric Terrain.

The 0 Attack IVs minimize Foul Play and Confusion damage. The EV spread helps make Pincurchin bulkier, an important factor in its longevity on the field.