Stats, type matchups, abilities, learnset, current usage, and build context for Aerodactyl in Pokemon Champions.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Dragon - physical / 80 BP / 100%
No additional effect.
Dragon - status
Raises the user's Attack and Speed by 1.
Dragon - special / 85 BP / 100%
No additional effect.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
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.
Fire - special / 110 BP / 85%
10% chance to burn the target.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Flying - physical / 90 BP / 95%
Flies up on first turn, then strikes the next turn.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Fire - special / 95 BP / 90%
10% chance to burn the foe(s).
Flying - special / 110 BP / 70%
30% chance to confuse target. Can't miss in rain.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Rock - special / 120 BP / 90%
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Rock - physical / 25 BP / 90%
Hits 2-5 times in one turn.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
Flying - physical / 140 BP / 90%
Charges, then hits turn 2. 30% flinch. High crit.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
Rock - physical / 100 BP / 80%
High critical hit ratio.
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 / 85%
Raises the target's Attack by 2 and confuses it.
Flying - status
For 4 turns, allies' Speed is doubled.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Rock - status / Priority +3
Protects allies from multi-target moves this turn.