Stats, type matchups, abilities, learnset, current usage, and build context for Palafin in Pokemon Champions.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
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.
Fighting - special / 80 BP
This move does not check accuracy.
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.
Normal - special / 140 BP / 100%
No additional effect. Hits adjacent Pokemon.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Fighting - status
Raises the user's Attack and Defense 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.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Fairy - special / 50 BP / 100%
User recovers 75% of the damage dealt.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
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.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Water - physical / 60 BP / 100%
User switches out after damaging the target.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Normal - status
Raises the user's critical hit ratio by 2.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
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.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - physical / 60 BP / 100% / Priority +1
Usually goes first.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
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.
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.
Normal - status
User must be asleep. Uses another known move.
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.
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.
Normal - status / 100%
Lowers the target's Attack and Defense by 1.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - physical / 120 BP / 100%
Has 33% recoil.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.