Stats, type matchups, abilities, learnset, current usage, and build context for Samurott 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 / 60 BP
This move does not check accuracy.
Flying - special / 75 BP / 95%
30% chance to make the target flinch.
Water - physical / 70 BP / 100%
High critical hit ratio.
Water - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - physical / 90 BP / 90%
No additional effect.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
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.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
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.
Normal - status
Uses the last move used in the battle.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Ground - physical / 80 BP / 95%
High critical hit ratio.
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.
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.
Normal - status
Raises the user's critical hit ratio by 2.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Water - special / 150 BP / 90%
User cannot move next turn.
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.
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.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Bug - physical / 120 BP / 85%
No additional effect.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Water - physical / 75 BP / 95%
50% chance to lower the target's Defense by 1.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Fighting - physical / 90 BP / 100%
Ignores the target's stat stage changes.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status / 85%
Lowers the target's Defense by 2.
Normal - status
User must be asleep. Uses another known move.
Steel - physical / 70 BP
This move does not check accuracy.
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 - status
User takes 1/4 its max HP to put in a substitute.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
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 / 60 BP / 100%
If the user has no item, it steals the target's.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Fighting - special / 40 BP / 100% / Priority +1
Usually goes first.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Bug - physical / 80 BP / 100%
No additional effect.