Stats, type matchups, abilities, learnset, current usage, and build context for Cinderace in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status
User switches, passing stat changes and more.
Fire - special / 150 BP / 90%
User cannot move next turn.
Fire - physical / 85 BP / 90%
High critical hit ratio. 10% chance to burn.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Fighting - status
Raises the user's Attack and Defense by 1.
Fire - special / 70 BP / 100%
100% burns a target that had a stat rise this turn.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Normal - status / 100%
Swaps user's field effects with the opposing side.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
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 / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire - special / 110 BP / 85%
10% chance to burn the target.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Fire - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Fire - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Fire - physical / 120 BP / 100%
Has 33% recoil. 10% chance to burn. Thaws user.
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.
Normal - status
Raises the user's critical hit ratio by 2.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Poison - physical / 120 BP / 80%
30% chance to poison the target.
Fire - special / 95 BP / 90%
10% chance to burn the foe(s).
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Fighting - physical / 130 BP / 90%
User is hurt by 50% of its max HP if it misses.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
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.
Fire - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Fire - physical / 120 BP / 90%
10% chance to burn the target. Thaws user.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
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 - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
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.
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.
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 - physical / 90%
Does damage equal to 1/2 target's current HP.
Normal - status
Raises the user's Attack by 2.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Fire - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.
Fire - status / 85%
Burns the target.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.