Stats, type matchups, abilities, learnset, current usage, and build context for Mega Froslass in Pokemon Champions.

Ice - status
For 5 turns, damage to allies halved. Snow only.
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.
Normal - status
Prevents the target from switching out.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
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.
Ghost - status / 100%
Confuses the target.
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.
Ghost - status
If an opponent knocks out the user, it also faints.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Normal - status
Raises the user's evasiveness by 1.
Fairy - special / 50 BP / 100%
User recovers 75% of the damage dealt.
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.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Ice - special / 60 BP / 90%
Always results in a critical hit.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Ice - status
Eliminates all stat changes.
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.
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 / 40 BP / 100% / Priority +1
Usually goes first.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
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.
Psychic - status
No foe can use any move known by the user.
Psychic - status
For 5 turns, special damage to allies is halved.
Dark - status
Raises the user's Sp. Atk by 2.
Ghost - special / 100%
Does damage equal to the user's level.
Normal - status
Shares HP of user and target equally.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Ghost - physical / 90 BP / 100%
Disappears turn 1. Hits turn 2. Breaks protection.
Ghost - physical / 110 BP / 90%
Fails if the target has no held item.
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.
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.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Normal - status / 100%
Lowers the target's Speed by 2.
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.
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.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - status / 100%
User switches its held item with the target's.
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.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - status / 100%
User switches its held item with the target's.
Ice - physical / 20 BP / 90%
Hits 3 times. Each hit can miss, but power rises.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.
Fire - status / 85%
Burns the target.