Stats, type matchups, abilities, learnset, current usage, and build context for Tyranitar in Pokemon Champions.
Flying - physical / 60 BP
This move does not check accuracy.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Dragon - physical / 60 BP / 100%
100% chance to lower the foe(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.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Dragon - physical / 80 BP / 100%
No additional effect.
Dragon - status
Raises the user's Attack and Speed by 1.
Dragon - special / 85 BP / 100%
No additional effect.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Ground - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
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.
Fire - special / 110 BP / 85%
10% chance to burn the target.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Fire - special / 90 BP / 100%
10% chance to burn the target.
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.
Normal - status
Raises the user's critical hit ratio by 2.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
Normal - physical / 150 BP / 90%
User cannot move next turn.
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.
Ground - physical / 95 BP / 95%
No additional effect.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
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 - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
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.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Normal - physical / 120 BP / 75%
No additional effect.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Rock - special / 80 BP / 100%
No additional effect.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Rock - physical / 25 BP / 90%
Hits 2-5 times in one turn.
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.
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.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status / 85%
Lowers the target's Defense by 2.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
Rock - physical / 50 BP / 100%
Removes the target's Ground immunity.
Dark - special / 55 BP / 95%
100% chance to lower the foe(s) Sp. Atk by 1.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Rock - physical / 100 BP / 80%
High critical hit ratio.
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.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.