Stats, type matchups, abilities, learnset, current usage, and build context for Espathra in Pokemon Champions.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Psychic - status / Priority +2
User and ally swap positions; using again can fail.
Fairy - status / 100% / Priority +1
Lowers the target's Attack by 1.
Normal - status
User switches, passing stat changes and more.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Flying - physical / 120 BP / 100%
Has 33% recoil.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Ghost - status / 100%
Confuses the target.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Flying - physical / 80 BP / 100%
No additional effect.
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.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Flying - status / 100%
Lowers the target's Attack by 2.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Psychic - status / 60%
Causes the target to fall asleep.
Normal - physical / 140 BP / 100%
Fails unless each known move has been used.
Psychic - status
For 5 turns, special damage to allies is halved.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Psychic - special / 80 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Ghost - special / 100%
Does damage equal to the user's level.
Flying - physical / 60 BP / 100%
User steals and eats the target's Berry.
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 - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
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.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Grass - physical / 80 BP / 100%
No additional effect.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.