Stats, type matchups, abilities, learnset, current usage, and build context for Mega Baxcalibur in Pokemon Champions.

Flying - physical / 60 BP
This move does not check accuracy.
Water - physical / 90 BP / 90%
No additional effect.
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.
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.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
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 / 100 BP / 75%
20% chance to make the target flinch.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
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.
Normal - status
Raises the user's critical hit ratio by 2.
Ice - special / 70 BP / 100%
10% chance to freeze. Super effective on Water.
Ice - special / 60 BP / 90%
Always results in a critical hit.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Dragon - physical / 120 BP / 100%
User takes sure-hit 2x damage until its next turn.
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.
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 / 40 BP / 100% / Priority +1
Usually goes first.
Ice - physical / 85 BP / 90%
30% chance to make the target flinch.
Ice - physical / 25 BP / 100%
Hits 2-5 times in one turn.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
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.
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.
Ice - status
For 5 turns, snow falls. Ice: 1.5x Def.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Normal - status
Raises the user's Attack by 2.
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.