Stats, type matchups, abilities, learnset, current usage, and build context for Tinkaton in Pokemon Champions.
Fairy - status / 100% / Priority +1
Lowers the target's Attack by 1.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Normal - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Fairy - special / 50 BP / 100%
User recovers 75% of the damage dealt.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
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.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
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.
Dark - status / 100%
Raises the target's Sp. Atk by 1 and confuses it.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Steel - physical / 160 BP / 100%
Cannot be selected the turn after it's used.
Steel - physical / 1-100 BP / 100%
More power the more HP the target has left.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ice - physical / 100 BP / 90%
Lowers the user's Speed by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Psychic - status
For 5 turns, special damage to allies is halved.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
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.
Dark - status / 100%
Forces the target to move last this turn.
Psychic - status
For 5 turns, physical damage to allies is halved.
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 - status / 85%
Lowers the target's Defense by 2.
Psychic - status
The user and the target trade Abilities.
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.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fairy - status / 75%
Causes the target to become confused.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - status / 90%
Paralyzes the target.
Grass - physical / 120 BP / 100%
Has 33% recoil.