Stats, type matchups, abilities, learnset, current usage, and build context for Mega Excadrill 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.
Flying - physical / 60 BP
This move does not check accuracy.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
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.
Normal - physical / 75 BP / 95%
50% chance to lower the target's Defense by 1.
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 - physical / 120 BP / 100%
Has 33% recoil.
Ground - physical / 80 BP / 95%
High critical hit ratio.
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.
Ground - physical / 30%
OHKOs the target. Fails if user is a lower level.
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.
Normal - physical / 150 BP / 90%
User cannot move 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 - physical / 30%
OHKOs the target. Fails if user is a lower level.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 80 BP / 100%
20% chance to make the target flinch.
Bug - physical / 120 BP / 85%
No additional effect.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Ground - special / 55 BP / 95%
100% chance to lower the target's Speed by 1.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 50 BP / 100%
Free user from hazards/bind/Leech Seed; +1 Spe.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - physical / 25 BP / 90%
Hits 2-5 times in one turn.
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.
Ground - physical / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
Poison - special / 90 BP / 100%
30% chance to poison the target.
Steel - physical / 70 BP
This move does not check accuracy.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Rock - status
Hurts foes on switch-in. Factors Rock weakness.
Steel - special / 140 BP / 95%
User loses 50% max HP.
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.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Bug - physical / 80 BP / 100%
No additional effect.