Stats, type matchups, abilities, learnset, current usage, and build context for Pelipper in Pokemon Champions.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Flying - special / 60 BP / 95%
High critical hit ratio. Hits adjacent foes.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Water - status
User recovers 1/16 max HP per turn.
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.
Flying - physical / 120 BP / 100%
Has 33% recoil.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Flying - physical / 40 BP / 90%
Hits 2 times in one turn.
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.
Flying - status / 100%
Lowers the target's Attack by 2.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Flying - physical / 90 BP / 95%
Flies up on first turn, then strikes the next turn.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Poison - physical / 120 BP / 80%
30% chance to poison the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Flying - special / 110 BP / 70%
30% chance to confuse target. Can't miss in rain.
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 / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Grass - physical / 80 BP / 100%
No additional effect.
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.
Water - status / 100%
Changes the target's type to Water.
Normal - special / 100-300 BP / 100%
More power with more uses of Stockpile.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
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
Heals the user based on uses of Stockpile.
Flying - status
For 4 turns, allies' Speed is doubled.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Rock - status / Priority +3
Protects allies from multi-target moves this turn.