Stats, type matchups, abilities, learnset, current usage, and build context for Emolga in Pokemon Champions.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Psychic - status
Raises the user's Speed by 2.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
User switches, passing stat changes and more.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Normal - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Flying - status
-1 evasion; ends user and target hazards/terrain.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
Normal - status
Raises the user's evasiveness by 1.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
Electric - status / 100%
Lowers the target's Sp. Atk by 2.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
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.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
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.
Electric - physical / 20 BP / 100%
100% chance to paralyze the target.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Electric - special / 70-140 BP / 100%
2x power if target is grounded in Electric Terrain.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Psychic - status
Swaps Speed stat with target.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - status / 100%
Target can't use status moves its next 3 turns.
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 - status / 100%
Lowers the target's Attack and Defense by 1.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Electric - special / 70 BP / 100%
User switches out after damaging the target.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.