Stats, type matchups, abilities, learnset, current usage, and build context for Gliscor in Pokemon Champions.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
User switches, passing stat changes and more.
Dragon - physical / 60 BP / 100%
100% chance to lower the foe(s) Attack by 1.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Water - physical / 100 BP / 95%
High critical hit ratio.
Poison - physical / 70 BP / 100%
High critical hit ratio. 10% chance to poison.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
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 / 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 - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Poison - physical / 120 BP / 80%
30% chance to poison the target.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
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.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Bug - physical / 25 BP / 95%
Hits 2-5 times in one turn.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Grass - physical / 120 BP / 85%
No additional effect.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
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.
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.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ground - physical / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status / 85%
Lowers the target's Defense by 2.
Bug - physical / 70 BP / 90%
100% chance to lower target's Sp. Atk by 1.
Normal - status
User must be asleep. Uses another known move.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Bug - special / 50 BP / 100%
100% chance to lower the foe(s) Sp. Atk by 1.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Flying - status
For 4 turns, allies' Speed is doubled.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Bug - physical / 80 BP / 100%
No additional effect.