Stats, type matchups, abilities, learnset, current usage, and build context for Milotic in Pokemon Champions.
Fairy - special / 80 BP / 100%
100% confuse target that had a stat rise this turn.
Water - status
User recovers 1/16 max HP per turn.
Water - physical / 90 BP / 90%
No additional effect.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Dragon - physical / 60 BP / 100%
100% chance to lower the foe(s) Attack by 1.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Poison - status
Raises user's Attack, Defense, accuracy by 1.
Ghost - status / 100%
Confuses the target.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - status
Ally: Crit ratio +1, or +2 if ally is Dragon type.
Dragon - status
Raises the user's Attack and Speed by 1.
Dragon - special / 85 BP / 100%
No additional effect.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fairy - special / 50 BP / 100%
User recovers 75% of the damage dealt.
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.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Water - physical / 60 BP / 100%
User switches out after damaging the target.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Ice - status
Eliminates all stat changes.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Psychic - status / 60%
Causes the target to fall asleep.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Psychic - status
No foe can use any move known by the user.
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.
Water - status
Heals the user and its allies by 1/4 their max HP.
Psychic - status
For 5 turns, special damage to allies is halved.
Psychic - special / 100% / Priority -5
If hit by special attack, returns double damage.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed 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.
Normal - status
Copies the target's current stat stages.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - status
Heals the user by 50% of its max HP.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Water - special / 80 BP / 100%
30% chance to burn the target. Thaws target.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
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.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
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.
Normal - status / 100%
Lowers the target's Attack and Defense by 1.
Ice - physical / 20 BP / 90%
Hits 3 times. Each hit can miss, but power rises.
Water - special / 60 BP / 100%
20% chance to confuse the target.
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.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Normal - physical / 15 BP / 90%
Traps and damages the target for 4-5 turns.