Stats, type matchups, abilities, learnset, current usage, and build context for Archaludon in Pokemon Champions.
Fighting - special / 80 BP
This move does not check accuracy.
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.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Dragon - status
Ally: Crit ratio +1, or +2 if ally is Dragon type.
Dragon - physical / 80 BP / 100%
No additional effect.
Dragon - special / 85 BP / 100%
No additional effect.
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.
Electric - special / 130 BP / 100%
Raises Sp. Atk by 1, hits turn 2. Rain: no charge.
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 - status
Raises the user's critical hit ratio by 2.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
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.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
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.
Psychic - status
For 5 turns, special damage to allies is halved.
Steel - physical / 100%
If hit by an attack, returns 1.5x damage.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Rock - special / 120 BP / 90%
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Psychic - special / 100% / Priority -5
If hit by special attack, returns double damage.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - status
For 5 turns, physical damage to allies is halved.
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 / 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 - status / 100%
Lowers the target's Speed by 2.
Normal - status
User must be asleep. Uses another known move.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Dark - special / 55 BP / 95%
100% chance to lower the foe(s) Sp. Atk by 1.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Normal - status
Raises the user's Attack by 2.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.