Stats, type matchups, abilities, learnset, current usage, and build context for Malamar in Pokemon Champions.
Normal - status
Raises a random stat of the user or an ally by 2.
Flying - physical / 60 BP
This move does not check accuracy.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ghost - status
If an opponent knocks out the user, it also faints.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
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 / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Psychic - special / 120 BP / 100%
Hits two turns after being used.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Psychic - status
Swaps Defense and Sp. Def changes with target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Psychic - status / 60%
Causes the target to fall asleep.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Psychic - status
For 5 turns, special damage to allies is halved.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - status
Raises the user's Sp. Atk by 2.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Flying - physical / 60 BP / 100%
User steals and eats the target's Berry.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 75 BP / 100%
For 2 turns, the target is prevented from healing.
Psychic - physical / 70 BP / 100%
High critical hit ratio.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
For 5 turns, physical damage to allies is halved.
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 / 75 BP / 90%
30% chance to make the foe(s) flinch.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
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 / 85%
Raises the target's Attack by 2 and confuses it.
Dark - status / 100%
User switches its held item with the target's.
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 - special / 90 BP / 100%
10% chance to paralyze the target.
Dark - status
Inverts the target's stat stages.
Dark - status / 100%
Target can't select the same move twice in a row.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Normal - physical / 15 BP / 90%
Traps and damages the target for 4-5 turns.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.