Stats, type matchups, abilities, learnset, current usage, and build context for Arbok in Pokemon Champions.
Poison - special / 40 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Dark - physical / 100%
All healthy allies aid in damaging the target.
Poison - special / 120 BP / 90%
Cannot be selected until the user eats a Berry.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Dragon - physical / 60 BP / 100%
100% chance to lower the foe(s) Attack by 1.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Poison - status
Raises user's Attack, Defense, accuracy by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
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 - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Poison - status / 100%
Nullifies the target's Ability.
Grass - special / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / 100%
Paralyzes the target.
Poison - physical / 120 BP / 80%
30% chance to poison the target.
Ice - status
Eliminates all stat changes.
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 / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Bug - physical / 80 BP / 100%
User recovers 50% of the damage dealt.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Normal - status
Shares HP of user and target equally.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Poison - physical / 50 BP / 100%
50% chance to badly poison the target.
Poison - physical / 80 BP / 100%
30% chance to poison 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.
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.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status / 85%
Lowers the target's Defense by 2.
Grass - physical / 80 BP / 100%
No additional effect.
Bug - physical / 70 BP / 90%
100% chance to lower target's Sp. Atk by 1.
Normal - status
User must be asleep. Uses another known move.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Poison - special / 95 BP / 100%
10% chance to poison adjacent Pokemon.
Dark - special / 55 BP / 95%
100% chance to lower the foe(s) Sp. Atk by 1.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Normal - special / 100-300 BP / 100%
More power with more uses of Stockpile.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Normal - status
Raises user's Defense, Sp. Def by 1. Max 3 uses.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Heals the user based on uses of Stockpile.
Dark - status / 100%
User switches its held item with the target's.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Normal - physical / 15 BP / 90%
Traps and damages the target for 4-5 turns.