Pincurchin
Electric
Best attacking moveset: Thunder Shock and Thunderbolt, worth 10.3 damage per second against a neutral target.
Best moveset
Pincurchin can learn 9 combinations. Thunder Shock with Thunderbolt does the most damage per second of them, at level 40 with a perfect attack stat. Same-type moves get the 1.2× bonus, and the cycle assumes the charged attack fires the moment it has the energy.
Stats and moves come straight from the game's own data files. Every number on this page is a raid and gym number, not a PvP one.
Type matchups
| Fast attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Poison Jab | Poison | 13 | 1.0s | +9 |
| Thunder Shock | Electric | 4 | 0.5s | +7 |
| Water Gun | Water | 5 | 0.5s | +5 |
| Charged attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Bubble Beam | Water | 45 | 2.0s | -33 |
| Discharge | Electric | 65 | 2.5s | -33 |
| Thunderbolt | Electric | 80 | 2.5s | -50 |
Shiny
No shiny yet. New shiny releases show up in the news.
Numbers
| Max CP | 2,183 at level 50, 1,931 at level 40 |
|---|---|
| Raid catch | 1,103 CP at level 20, or 1,379 if weather boosted (perfect IVs) |
| Lowest possible raid catch | 1,041 CP. Raid encounters can't roll below 10/10/10 |
| Base stats | 176 attack · 161 defense · 134 stamina |
What it costs
| Second charged move | 75,000 Stardust and 75 Candy |
|---|---|
| Buddy distance | 5 km per Candy |
| Size | 0.3 m and 1 kg |
Best moveset against each type
Pincurchin does not have one best moveset, it has 4. Which one wins depends on what you are attacking, because a move only gets its bonus against something weak to it. Best against Flying, Water, Fairy.
| Against | Best moveset | DPS |
|---|---|---|
| Thunder Shock + Thunderbolt | 15.4 | |
| Water | Thunder Shock + Thunderbolt | 15.4 |
| Fairy | Poison Jab + Thunderbolt | 11.3 |
| Ground | Water Gun + Bubble Beam | 10.8 |
| Rock | Water Gun + Bubble Beam | 10.8 |
| Fire | Water Gun + Bubble Beam | 10.8 |
| Normal | Thunder Shock + Thunderbolt | 10.3 |
| Fighting | Thunder Shock + Thunderbolt | 10.3 |
| Poison | Thunder Shock + Thunderbolt | 10.3 |
| Bug | Thunder Shock + Thunderbolt | 10.3 |
| Ghost | Thunder Shock + Thunderbolt | 10.3 |
| Steel | Thunder Shock + Thunderbolt | 10.3 |
| Psychic | Thunder Shock + Thunderbolt | 10.3 |
| Ice | Thunder Shock + Thunderbolt | 10.3 |
| Dark | Thunder Shock + Thunderbolt | 10.3 |
| Grass | Poison Jab + Thunderbolt | 9.4 |
| Electric | Water Gun + Thunderbolt | 7.5 |
| Dragon | Poison Jab + Thunderbolt | 7.4 |
Same maths as the headline number, run once per defending type: level 40, perfect attack IV, and the target's own type taken into account. Sorted by damage, so the top of this table is what Pincurchin is actually for.
Counters: what beats Pincurchin
| Attacker | Type | Moveset | DPS |
|---|---|---|---|
| Ground | Mud Shot + Precipice Blades Legacy | 29.5 | |
| PoisonDragon | Poison Jab + Dynamax Cannon Legacy | 28.5 | |
| GroundSteel | Mud Slap + Earthquake | 28.0 | |
| IceGround | Mud Slap + High Horsepower | 27.5 | |
| Normal | Hidden Power + Crush Grip Legacy | 26.6 | |
| GroundRock | Mud Slap + Earthquake | 26.6 | |
| DragonGround | Mud Shot + Earthquake | 26.3 | |
| Ground | Mud Shot + Earth Power | 26.2 | |
| FireGhost | Incinerate + Mind Blown Legacy | 25.8 | |
| GroundDark | Mud Slap + Earthquake | 25.3 |
Ranked by damage per second against Pincurchin's own defense, at level 40 with a 15 attack IV, one per evolution family.