Stats, type matchups, abilities, learnset, current usage, and build context for Greninja 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.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - status
Raises the user's evasiveness by 1.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Psychic - special / 80 BP / 100%
10% chance to make the target flinch.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Water - physical / 60 BP / 100%
User switches out after damaging the target.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Poison - physical / 120 BP / 80%
30% chance to poison the target.
Ice - status
Eliminates all stat changes.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Water - special / 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 - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed 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.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
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.
Psychic - status
User replaces its Ability with the target's.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ghost - physical / 40 BP / 100% / Priority +1
Usually goes first.
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 / 95 BP / 100%
10% chance to poison adjacent Pokemon.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
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.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Dark - status / 100%
User switches its held item with the target's.
Normal - status
Raises the user's Attack by 2.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - special / 15 BP / 100% / Priority +1
Usually goes first. Hits 2-5 times in one turn.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.