Stats, type matchups, abilities, learnset, current usage, and build context for Trevenant 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.
Psychic - status / Priority +2
User and ally swap positions; using again can fail.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Fire - special / 70 BP / 100%
100% burns a target that had a stat rise this turn.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Ghost - status / 100%
Confuses the target.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ghost - status
If an opponent knocks out the user, it also faints.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
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.
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.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Grass - status / 100%
Adds Grass to the target's type(s).
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
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.
Grass - status
5 turns. Grounded: +Grass power, +1/16 max HP.
Grass - status
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Ice - status
Eliminates all stat changes.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Grass - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - special / 150 BP / 90%
User cannot move next turn.
Psychic - status
No foe can use any move known by the user.
Grass - status
Traps/grounds user; heals 1/16 max HP per turn.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
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.
Ghost - special / 100%
Does damage equal to the user's level.
Normal - status
Shares HP of user and target equally.
Ghost - physical / 90 BP / 100%
Disappears turn 1. Hits turn 2. Breaks protection.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Ghost - physical / 110 BP / 90%
Fails if the target has no held item.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 75 BP / 100%
For 2 turns, the target is prevented from healing.
Water - status
For 5 turns, heavy rain powers Water moves.
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.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Normal - status / 100%
Lowers the target's Speed by 2.
Grass - physical / 80 BP / 100%
No additional effect.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Ghost - physical / 60 BP
This move does not check accuracy.
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.
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.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Psychic - status / 100%
User switches its held item with the target's.
Psychic - status / Priority -7
Goes last. For 5 turns, turn order is reversed.
Fire - status / 85%
Burns the target.
Grass - physical / 120 BP / 100%
Has 33% recoil.
Bug - physical / 80 BP / 100%
No additional effect.