Analysis
Pincurchin exists in the February 2025 metagame as a viable option that can enable unique strategies and creative teambuilding options. It is a surprisingly versatile urchin thanks to its ability, well rounded, serviceable stats and workable movepool allowing it to be molded in a variety of different ways. Its most usable and common sets are centered around its utility, providing entry hazards and status effects. Pincurchin nearly always goes with Electric Surge, a crucial ability that represents a significant amount of Pincurchin's utility and power budget. Electric Terrain boosts the power of Electric-Type moves, blocks sleep and enables teammates to use the Electric Seed item, making it one of the urchin's main selling points.
The electric urchin is, however, far from flawless as it's low HP stat means it can at maximum investment have decent bulk in only one type of defence (usually physical). Even with the Terrain boost, Pincurchin can struggle to deal large amounts of damage without significant commitment and gets checked and mostly countered by Zygarde-10%, one of February's most powerful mons. All of this, coupled with the urchin's abysmal Speed stat of 15 leave it as a pontential setup fodder, especially if it can't cripple the enemy with Scald burns or paras.
Additionaly, Pincurchin shines under Trick Room as it is otherwise the slowest in the metagame and can make surprisingly great use of it's choice of Physical or Special stats and movepool with either a Choice Band or Specs. Urchin synergizes well with teammates that can possibly set up Trick Room for it and setup sweepers that appreciate the hazards, status conditions, Eletric Terrain's Sleep immunity and enabling of Electric Seed Pincurchin provides. Some notable exemples of this are Arctozolt, Alcremie, Musharna, Scrafty and Pinsir to name a few.
Written by Beps