Stats, type matchups, abilities, learnset, current usage, and build context for Blastoise in Pokemon Champions.
Water - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
User recovers 1/16 max HP per turn.
Water - physical / 90 BP / 90%
No additional effect.
Fighting - special / 80 BP
This move does not check accuracy.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
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.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack 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.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - special / 85 BP / 100%
No additional effect.
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.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Water - physical / 60 BP / 100%
User switches out after damaging the target.
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.
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.
Ice - status
Eliminates all stat changes.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Water - special / 150 BP / 90%
User cannot move next turn.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
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.
Water - status
Heals the user and its allies by 1/4 their max HP.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Normal - physical / 120 BP / 75%
No additional effect.
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.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy 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.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - physical / 50 BP / 100%
Free user from hazards/bind/Leech Seed; +1 Spe.
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 - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status
Lowers Def, SpD by 1; raises Atk, SpA, Spe by 2.
Normal - status
User must be asleep. Uses another known move.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Normal - special / 50-100 BP / 100%
User on terrain: power doubles, type varies.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - special / 1-150 BP / 100%
Less power as user's HP decreases. Hits foe(s).
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - physical / 120 BP / 100%
Has 33% recoil.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Normal - status
Puts the target to sleep after 1 turn.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.