Stats, type matchups, abilities, learnset, current usage, and build context for Grapploct in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - physical / 15 BP / 85%
Traps and damages the target for 4-5 turns.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Fighting - status
Raises the user's Attack and Defense by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Fighting - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Fighting - physical / 75 BP / 100%
User recovers 50% 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.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Fighting - physical / 40 BP / 100% / Priority +1
Usually goes first.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Fighting - status / 100%
Traps target, lowers Def and SpD by 1 each turn.
Normal - status
Shares HP of user and target equally.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Fighting - physical / 100%
Does damage equal to the user's level.
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.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Water - status / 100%
Changes the target's type to Water.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Fighting - physical / 60 BP / 100%
Always results in a critical hit.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - status
Inverts the target's stat stages.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.