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

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.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Flying - physical / 120 BP / 100%
Has 33% recoil.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Flying - physical / 80 BP / 100%
No additional effect.
Ground - physical / 80 BP / 95%
High critical hit ratio.
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.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
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.
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.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Dark - physical / 70 BP / 100%
High critical hit ratio.
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.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Normal - status / Priority -6
Forces the target to switch to a random ally.
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.
Flying - status
Heals 50% HP. Flying-type removed 'til turn ends.
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.
Flying - physical / 140 BP / 90%
Charges, then hits turn 2. 30% flinch. High crit.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ground - status
Hurts grounded foes on switch-in. Max 3 layers.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Steel - physical / 70 BP / 90%
10% chance to raise the user's Defense by 1.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Flying - status
For 4 turns, allies' Speed is doubled.
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.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Bug - physical / 80 BP / 100%
No additional effect.