Stats, type matchups, abilities, learnset, current usage, and build context for Passimian in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 100%
All healthy allies aid in damaging the target.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Fighting - status
Raises the user's Attack and Defense by 1.
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.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
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.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
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.
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.
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.
Normal - special / 150 BP / 90%
User cannot move next turn.
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.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - physical / 120 BP / 75%
No additional effect.
Normal - status
Shares HP of user and target equally.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Fighting - status / Priority +3
Protects allies from priority attacks 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.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
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.
Fighting - physical / 100%
Does damage equal to the user's level.
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.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
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.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
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.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Fighting - special / 40 BP / 100% / Priority +1
Usually goes first.