Stats, type matchups, abilities, learnset, current usage, and build context for Aurorus in Pokemon Champions.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Normal - status / 100%
A target of the opposite gender gets infatuated.
Ice - status
For 5 turns, damage to allies halved. Snow only.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
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 / 100%
Target repeats its last move for its next 3 turns.
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.
Ice - special / 70 BP / 100%
10% chance to freeze. Super effective on Water.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Ice - status
Eliminates all stat changes.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
Ice - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - status
Raises the user's Defense by 2.
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.
Psychic - status
For 5 turns, special damage to allies is halved.
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.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
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 - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
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.
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.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ice - status
For 5 turns, snow falls. Ice: 1.5x Def.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
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.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.