Stats, type matchups, abilities, learnset, current usage, and build context for Aegislash in Pokemon Champions.
Flying - physical / 60 BP
This move does not check accuracy.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
Prevents the target from switching out.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Ghost - status
If an opponent knocks out the user, it also faints.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Rock - physical / 150 BP / 80%
Has 1/2 recoil.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Steel - status / Priority +4
Protects from damaging attacks. Contact: -1 Atk.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Ghost - physical / 110 BP / 90%
Fails if the target has no held item.
Psychic - status
Switches user's Attack and Defense stats.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 70 BP / 100%
High critical hit ratio.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Fighting - physical / 90 BP / 100%
Ignores the target's stat stage changes.
Normal - status / 85%
Lowers the target's Defense by 2.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Ghost - physical / 40 BP / 100% / Priority +1
Usually goes first.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - physical / 62-125 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Rock - status / Priority +3
Protects allies from multi-target moves this turn.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.