Stats, type matchups, abilities, learnset, current usage, and build context for Mega Scolipede in Pokemon Champions.

Poison - special / 40 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Bug - physical / 60 BP / 100%
User steals and eats the target's Berry.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Poison - physical / 70 BP / 100%
High critical hit ratio. 10% chance to poison.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
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.
Normal - physical / 150 BP / 90%
User cannot move next turn.
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.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Bug - physical / 80 BP / 100%
User recovers 50% of the damage dealt.
Bug - physical / 120 BP / 85%
No additional effect.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Bug - physical / 25 BP / 95%
Hits 2-5 times in one turn.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Bug - physical / 50 BP / 100%
100% chance to lower the target's Speed by 1.
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 / 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 / 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.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Steel - physical / 70 BP
This move does not check accuracy.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Steel - physical / 130 BP / 100%
Fails if there is no terrain active. Ends the terrain.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
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.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
Poison - status
Poisons grounded foes on switch-in. Max 2 layers.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Bug - physical / 80 BP / 100%
No additional effect.