Stats, type matchups, abilities, learnset, current usage, and build context for Hippowdon in Pokemon Champions.
Psychic - status
Raises the user's Sp. Def by 2.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
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.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
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.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
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.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Ground - physical / 30%
OHKOs the target. Fails if user is a lower level.
Normal - physical / 150 BP / 90%
User cannot move next turn.
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.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
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.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - status / Priority -6
Forces the target to switch to a random ally.
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.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Normal - status
Heals the user by 50% of its max HP.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Normal - special / 100-300 BP / 100%
More power with more uses of Stockpile.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Normal - status
Raises user's Defense, Sp. Def by 1. Max 3 uses.
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.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - status
Heals the user based on uses of Stockpile.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Normal - status
Puts the target to sleep after 1 turn.