Stats, type matchups, abilities, learnset, current usage, and build context for Beartic in Pokemon Champions.
Flying - physical / 60 BP
This move does not check accuracy.
Water - physical / 40 BP / 100% / Priority +1
Usually goes first.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
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.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def 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.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
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 - physical / 100%
Lowers the target's HP to the user's HP.
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.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Ice - special / 60 BP / 90%
Always results in a critical hit.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier 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.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - physical / 85 BP / 90%
30% chance to make the target flinch.
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.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Normal - physical / 120 BP / 75%
No additional effect.
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.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
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.
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 - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Ice - special / 30%
OHKOs non-Ice targets. Fails if user's lower level.
Normal - status
User must be asleep. Uses another known move.
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.
Ice - status
For 5 turns, snow falls. Ice: 1.5x Def.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
Normal - status
Raises the user's Attack by 2.
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.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Bug - physical / 80 BP / 100%
No additional effect.
Normal - status
Puts the target to sleep after 1 turn.