Stats, type matchups, abilities, learnset, current usage, and build context for Simisage 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.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Poison - special / 120 BP / 90%
Cannot be selected until the user eats a Berry.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Grass - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
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 / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
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.
Grass - special / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Grass - physical / 55 BP / 100%
User on Grassy Terrain: +1 priority.
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.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Grass - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Grass - status / 90%
1/8 of target's HP is restored to user every turn.
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.
Dark - status
Raises the user's Sp. Atk by 2.
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 - status
Restores the item the user last used.
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.
Grass - physical / 80 BP / 100%
No additional effect.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
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.
Grass - physical / 62-125 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Normal - status
Must hold Berry to use. User eats Berry, Def +2.
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.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Dark - status / 100%
Target can't select the same move twice in a row.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.