Stats, type matchups, abilities, learnset, current usage, and build context for Vileplume in Pokemon Champions.
Poison - special / 40 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Normal - status
The target makes its move right after the user.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Grass - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Fairy - status / 100%
Lowers the target's Attack by 2.
Poison - status / 100%
Removes adjacent Pokemon's held items.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
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.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
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.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Grass - status
Traps/grounds user; heals 1/16 max HP per 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.
Fairy - special / 95 BP / 100%
10% chance to lower the target's Sp. Atk by 1.
Fairy - status
Heals the user by a weather-dependent amount.
Grass - physical / 90 BP / 100%
No additional effect. Hits adjacent Pokemon.
Grass - special / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Poison - status / 75%
Poisons the target.
Bug - special / 90 BP / 100%
If the target is an ally, heals 50% of its max HP.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Grass - physical / 80 BP / 100%
No additional effect.
Grass - status / 75%
Causes the target to fall asleep.
Normal - status
User must be asleep. Uses another known move.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Poison - special / 95 BP / 100%
10% chance to poison adjacent Pokemon.
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.
Grass - physical / 62-125 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Grass - status / 100%
User heals HP=target's Atk stat. Lowers Atk by 1.
Grass - status / 75%
Paralyzes the target.
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 / 100%
Lowers the foe(s) evasiveness by 2.
Normal - status
Raises the user's Attack by 2.
Grass - status
Heals the user by a weather-dependent amount.
Normal - status / 100%
Confuses adjacent Pokemon.
Normal - status / 100%
Lowers the target's Attack and Defense by 1.
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.
Poison - special / 65 BP / 100%
Power doubles if the target is poisoned.
Normal - special / 50-100 BP / 100%
Power doubles and type varies in each weather.