Stats, type matchups, abilities, learnset, current usage, and build context for Wigglytuff 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.
Fairy - special / 80 BP / 100%
100% confuse target that had a stat rise this turn.
Psychic - status
Raises the user's Sp. Def by 2.
Normal - status
User switches, passing stat changes and more.
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.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Normal - status
Uses the last move used in the battle.
Normal - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
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.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
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.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Psychic - special / 80-120 BP / 100%
User on Psychic Terrain: 1.5x power, hits foes.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Fire - special / 110 BP / 85%
10% chance to burn the target.
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.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Steel - physical / 1-150 BP / 100%
More power the slower the user than the target.
Psychic - status
Heals the target by 50% of its max HP.
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.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Ice - physical / 80 BP / 100%
Ends the effects of terrain.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Normal - physical / 140 BP / 100%
Fails unless each known move has been used.
Psychic - status
For 5 turns, special damage to allies is halved.
Psychic - status
For 5 turns, all held items have no effect.
Normal - physical / 120 BP / 75%
No additional effect.
Fairy - special / 100-150 BP / 100%
User faints. User on Misty Terrain: 1.5x power.
Fairy - status
5 turns. Can't status,-Dragon power vs grounded.
Fairy - special / 95 BP / 100%
10% chance to lower the target's Sp. Atk by 1.
Dark - status
Raises the user's Sp. Atk by 2.
Normal - status
Shares HP of user and target equally.
Normal - status
All active Pokemon will faint in 3 turns.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
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.
Psychic - special / 80 BP / 100%
Damages target based on Defense, not Sp. Def.
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.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
For 5 turns, protects user's party from status.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 85%
Lowers the target's Defense by 2.
Normal - physical / 200 BP / 100%
Hits adjacent Pokemon. The user faints.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Normal - status / 55%
Causes the target to fall asleep.
Psychic - status
The user and the target trade Abilities.
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.
Normal - special / 100-300 BP / 100%
More power with more uses of Stockpile.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - physical / 130 BP / 100%
Fails if there is no terrain active. Ends the terrain.
Normal - status
Raises user's Defense, Sp. Def by 1. Max 3 uses.
Psychic - special / 20-860 BP / 100%
+ 20 power for each of the user's stat boosts.
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
Heals the user based on uses of Stockpile.
Fairy - status / 75%
Causes the target to become confused.
Dark - status / 100%
Target can't use status moves its next 3 turns.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
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.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Normal - special / 80 BP / 100%
20% chance to paralyze or burn or freeze target.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Normal - status
Next turn, 50% of the user's max HP is restored.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.