Stats, type matchups, abilities, learnset, current usage, and build context for Garganacl in Pokemon Champions.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Normal - status
Prevents the target from switching out.
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.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Fighting - physical / 100 BP / 50%
100% chance to confuse the target.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
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 / 250 BP / 100%
Hits adjacent Pokemon. The user faints.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Ground - physical / 30%
OHKOs the target. Fails if user is a lower level.
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.
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.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Fighting - physical / 100 BP / 90%
Lowers the user's Speed by 1.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Rock - special / 120 BP / 90%
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Rock - special / 80 BP / 100%
No additional effect.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - status
Heals the user by 50% of its max HP.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 25 BP / 90%
Hits 2-5 times in one turn.
Rock - status
Raises the user's Speed by 2.
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.
Rock - physical / 40 BP / 100%
Deals 1/8 max HP each turn; 1/4 on Steel, Water.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status
User must be asleep. Uses another known move.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Rock - status / Priority +3
Protects allies from multi-target moves this turn.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.