Stats, type matchups, abilities, learnset, current usage, and build context for Lycanroc in Pokemon Champions.
Rock - physical / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - status
Raises the user's evasiveness by 1.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Ground - physical / 80 BP / 95%
High critical hit ratio.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 100%
Lowers the target's HP to the user's HP.
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.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - status
Raises the user's and ally's Attack by 1.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Normal - physical / 140 BP / 100%
Fails unless each known move has been used.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
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.
Fighting - status / Priority +3
Protects allies from priority attacks 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 / 25 BP / 90%
Hits 2-5 times in one turn.
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.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
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.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
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.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Normal - physical / 25 BP / 85%
Hits 2-5 times in one turn.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.