Stats, type matchups, abilities, learnset, current usage, and build context for Mr. Rime in Pokemon Champions.
Normal - status
The target makes its move right after the user.
Psychic - status / Priority +2
User and ally swap positions; using again can fail.
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.
Normal - status
User switches, passing stat changes and more.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Normal - status
Prevents the target from switching out.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Ghost - status / 100%
Confuses the target.
Normal - status
Uses the last move used in the battle.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
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.
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.
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.
Ice - special / 70 BP / 100%
10% chance to freeze. Super effective on Water.
Ice - special / 60 BP / 90%
Always results in a critical hit.
Psychic - special / 120 BP / 100%
Hits two turns after being used.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
Swaps Defense and Sp. Def changes with target.
Ice - status
Eliminates all stat changes.
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.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - physical / 40 BP / 100% / Priority +1
Usually goes first.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
Ice - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - status
Raises the user's Defense by 2.
Psychic - status
For 5 turns, special damage to allies is halved.
Psychic - status
For 5 turns, all held items have no effect.
Normal - physical / 120 BP / 75%
No additional effect.
Psychic - special / 100% / Priority -5
If hit by special attack, returns double damage.
Fairy - status
5 turns. Can't status,-Dragon power vs grounded.
Dark - status
Raises the user's Sp. Atk by 2.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Psychic - status
Averages Attack and Sp. Atk stats with target.
Psychic - status
Swaps Attack and Sp. Atk stat stages with target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - status
5 turns. Grounded: +Psychic power, priority-safe.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
Water - status
For 5 turns, heavy rain powers Water moves.
Normal - physical / 50 BP / 100%
Free user from hazards/bind/Leech Seed; +1 Spe.
Normal - status
Restores the item the user last used.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Psychic - status
User replaces its Ability with the target's.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Normal - status / 85%
Lowers the target's Defense by 2.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ice - special / 30%
OHKOs non-Ice targets. Fails if user's lower level.
Psychic - status
The user and the target trade Abilities.
Normal - status
Heals the user by 50% of its max HP.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ice - status
For 5 turns, snow falls. Ice: 1.5x Def.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
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.
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 / 85%
Raises the target's Attack by 2 and confuses it.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Normal - status / 100%
Confuses adjacent Pokemon.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
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.
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.
Ice - physical / 20 BP / 90%
Hits 3 times. Each hit can miss, but power rises.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Psychic - status
For 5 turns, all Defense and Sp. Def stats switch.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.