Stats, type matchups, abilities, learnset, current usage, and build context for Kingambit in Pokemon Champions.
Flying - physical / 60 BP
This move does not check accuracy.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
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 - 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.
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 - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Normal - physical / 30%
OHKOs the target. Fails if user is a lower level.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Dark - physical / 85 BP
This move does not check accuracy.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
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.
Normal - status
Prevents the target from switching out.
Steel - physical / 100%
If hit by an attack, returns 1.5x damage.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
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.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
Dark - special / 55 BP / 95%
100% chance to lower the foe(s) Sp. Atk by 1.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Rock - physical / 100 BP / 80%
High critical hit ratio.
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.
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.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - status / 90%
Paralyzes the target.
Dark - status / 100%
Target can't select the same move twice in a row.
Bug - physical / 80 BP / 100%
No additional effect.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.