Stats, type matchups, abilities, learnset, current usage, and build context for Wyrdeer in Pokemon Champions.
Psychic - status
Raises the user's Speed by 2.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Ghost - status / 100%
Confuses the target.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
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.
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.
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.
Psychic - special / 80 BP / 100%
10% chance to make the target flinch.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Psychic - special / 120 BP / 100%
Hits two turns after being used.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Psychic - status
5 turns: no Ground immunities, 1.67x accuracy.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Ground - physical / 95 BP / 95%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Psychic - status / 60%
Causes the target to fall asleep.
Psychic - status
No foe can use any move known by the user.
Psychic - status
For 5 turns, special damage to allies is halved.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Bug - physical / 120 BP / 85%
No additional effect.
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 - physical / 90 BP / 90%
100% chance to raise the user's Defense by 1.
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 - status / Priority -6
Forces the target to switch to a random ally.
Psychic - status
User replaces its Ability with the target's.
Normal - status / 100%
Lowers the target's Speed by 2.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Psychic - status
The user and the target trade Abilities.
Normal - status
User must be asleep. Uses another known move.
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.
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.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
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.
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.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.