Stats, type matchups, abilities, learnset, current usage, and build context for Tyrantrum in Pokemon Champions.
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.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
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.
Fairy - status / 100%
Lowers the target's Attack by 2.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def 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.
Dragon - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Dragon - status
Ally: Crit ratio +1, or +2 if ally is Dragon type.
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 - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Rock - physical / 150 BP / 80%
Has 1/2 recoil.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - physical / 30%
OHKOs the target. Fails if user is a lower level.
Normal - special / 150 BP / 90%
User cannot move next turn.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
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 / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Rock - special / 120 BP / 90%
Raises user's Sp. Atk by 1 on turn 1. Hits turn 2.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
Poison - physical / 50 BP / 100%
50% chance to badly poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
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 - status
Raises the user's Speed by 2.
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.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
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.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.