Stats, type matchups, abilities, learnset, current usage, and build context for Sandaconda 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.
Poison - special / 120 BP / 90%
Cannot be selected until the user eats a Berry.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Poison - status
Raises user's Attack, Defense, accuracy by 1.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Dragon - physical / 100 BP / 75%
20% chance to make the target flinch.
Ground - physical / 80 BP / 95%
High critical hit ratio.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
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.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Normal - status / 100%
Paralyzes the target.
Ground - physical / 95 BP / 95%
No additional effect.
Flying - special / 110 BP / 70%
30% chance to confuse target. Can't miss in rain.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Normal - physical / 140 BP / 100%
Fails unless each known move has been used.
Normal - status
Raises the user's evasiveness by 2.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy 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.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 25 BP / 90%
Hits 2-5 times in one turn.
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.
Ground - physical / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
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.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Normal - status / 85%
Lowers the target's Defense by 2.
Bug - physical / 70 BP / 90%
100% chance to lower target's Sp. Atk by 1.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Normal - physical / 15 BP / 90%
Traps and damages the target for 4-5 turns.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.