Stats, type matchups, abilities, learnset, current usage, and build context for Malamar 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.
Normal - status
Raises a random stat of the user or an ally by 2.
Flying - physical / 60 BP
This move does not check accuracy.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ghost - status
If an opponent knocks out the user, it also faints.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
Normal - status
Raises the user's evasiveness by 1.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
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 / 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.
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
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.
Psychic - status
Swaps Defense and Sp. Def changes with target.
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.
Psychic - status / 60%
Causes the target to fall asleep.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Psychic - status
For 5 turns, special damage to allies is halved.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Dark - status
Raises the user's Sp. Atk by 2.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Flying - physical / 60 BP / 100%
User steals and eats the target's Berry.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
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 / 70 BP / 100%
High critical hit ratio.
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.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
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.
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.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
Dark - status / 100%
User switches its held item with the target's.
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.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Dark - status
Inverts the target's stat stages.
Dark - status / 100%
Target can't select the same move twice in a row.
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 - physical / 15 BP / 90%
Traps and damages the target for 4-5 turns.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.