Stats, type matchups, abilities, learnset, current usage, and build context for Overqwil in Pokemon Champions.
Poison - special / 40 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Normal - status
Raises a random stat of the user or an ally by 2.
Psychic - status
Raises the user's Speed by 2.
Water - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - physical / 90 BP / 90%
No additional effect.
Poison - physical / 60 BP / 100%
50% psn. 2x power if target already poisoned.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
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 - physical / 120 BP / 100%
Has 33% recoil.
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.
Bug - physical / 50 BP / 100%
Raises user's Attack by 3 if this KOes the target.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Poison - physical / 120 BP / 80%
30% chance to poison the target.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Ice - status
Eliminates all stat changes.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
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.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Normal - status
Raises the user's evasiveness by 2.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - status
Shares HP of user and target equally.
Bug - physical / 25 BP / 95%
Hits 2-5 times in one turn.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
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.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Normal - status
User must be asleep. Uses another known move.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Poison - special / 95 BP / 100%
10% chance to poison adjacent Pokemon.
Steel - physical / 70 BP
This move does not check accuracy.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Normal - special / 100-300 BP / 100%
More power with more uses of Stockpile.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Normal - status
Raises user's Defense, Sp. Def by 1. Max 3 uses.
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
Raises the user's Attack by 2.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.