Stats, type matchups, abilities, learnset, current usage, and build context for Morpeko in Pokemon Champions.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Electric - physical / 110 BP / 100%
Morpeko: Electric; Hangry: Dark; 100% +1 Spe.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Grass - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Electric - status / 100%
Lowers the target's Sp. Atk by 2.
Electric - status
5 turns. Grounded: +Electric power, can't sleep.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed 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.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Dark - status / 100%
Raises the target's Sp. Atk by 1 and confuses it.
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.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
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.
Dark - status
Raises the user's Sp. Atk by 2.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - status / 100%
Lowers target's Atk, Sp. Atk by 1. User switches.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Dark - physical / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Dark - status / 100%
Forces the target to move last this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Normal - physical / 50 BP / 100%
Free user from hazards/bind/Leech Seed; +1 Spe.
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.
Electric - special / 70-140 BP / 100%
2x power if target is grounded in Electric Terrain.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Grass - physical / 80 BP / 100%
No additional effect.
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.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Normal - physical / 90%
Does damage equal to 1/2 target's current HP.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
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.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Normal - status / 100%
Lowers the target's Attack and Defense by 1.
Dark - status / 100%
Target can't select the same move twice in a row.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Electric - special / 70 BP / 100%
User switches out after damaging the target.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.