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SynerDexOpen Team Builder
Pokemon Champions - Reg M-B / VGC 2026

Passimian - Pokemon Champions

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

FightingBasicGen 7
Tournament usageCheck team weaknesses
Passimian

Base stats

HP
100
Atk
120
Def
90
SpA
40
SpD
60
Spe
80

Type matchups

2x weak to
FlyingPsychicFairy
0.5x resists
BugRockDark

Current usage and builds

Moves

Protect
status / Priority +4
62%
Close Combat
physical / 120 BP / 100%
57%
Knock Off
physical / 65-97.5 BP / 100%
50%
Drain Punch
physical / 75 BP / 100%
44%
Rock Slide
physical / 75 BP / 90%
42%
Upper Hand
physical / 65 BP / 100% / Priority +3
23%
Earthquake
physical / 100 BP / 100%
18%
Iron Head
physical / 80 BP / 100%
14%

Items

Life Orb
Holder's attacks do 1.3x damage, and it loses 1/10 its max HP after the attack.
18%
Choice Scarf
Holder's Speed is 1.5x, but it can only select the first move it executes.
11%
Black Belt
Holder's Fighting-type attacks have 1.2x power.
10%
Shell Bell
After an attack, holder gains 1/8 of the damage in HP dealt to other Pokemon.
10%
Expert Belt
Holder's attacks that are super effective against the target do 1.2x damage.
8%
Sitrus Berry
Restores 1/4 max HP when at 1/2 max HP or less. Single use.
7%
Focus Sash
If holder's HP is full, will survive an attack that would KO it with 1 HP. Single use.
6%
White Herb
Restores all lowered stat stages to 0 when one is less than 0. Single use.
5%

Abilities

Defiant
This Pokemon's Attack is raised by 2 for each of its stats that is lowered by a foe.
73%
Receiver
This Pokemon copies the Ability of an ally that faints.
27%

Spreads

Adamant
HP 2 / Atk 32 / Def 0 / SpA 0 / SpD 0 / Spe 32
29%
Jolly
HP 0 / Atk 32 / Def 2 / SpA 0 / SpD 32 / Spe 0
10%
Jolly
HP 2 / Atk 32 / Def 0 / SpA 0 / SpD 0 / Spe 32
29%
Adamant
HP 0 / Atk 32 / Def 2 / SpA 0 / SpD 32 / Spe 0
10%

Learnset

Acrobatics

Flying - physical / 55-110 BP / 100%

physical

Power doubles if the user has no held item.

Assurance

Dark - physical / 60 BP / 100%

physical

Power doubles if target was damaged this turn.

Baton Pass

Normal - status

status

User switches, passing stat changes and more.

Beat Up

Dark - physical / 100%

physical

All healthy allies aid in damaging the target.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Brick Break

Fighting - physical / 75 BP / 100%

physical

Destroys screens, unless the target is immune.

Brutal Swing

Dark - physical / 60 BP / 100%

physical

No additional effect. Hits adjacent Pokemon.

Bulk Up

Fighting - status

status

Raises the user's Attack and Defense by 1.

Bulldoze

Ground - physical / 60 BP / 100%

physical

100% chance lower adjacent Pkmn Speed by 1.

Chilling Water

Water - special / 50 BP / 100%

special

100% chance to lower the target's Attack by 1.

Close Combat

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Defense and Sp. Def by 1.

Coaching

Fighting - status

status

Raises an ally's Attack and Defense by 1.

Counter

Fighting - physical / 100% / Priority -5

physical

If hit by physical attack, returns double damage.

Curse

Ghost - status

status

Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.

Double-Edge

Normal - physical / 120 BP / 100%

physical

Has 33% recoil.

Drain Punch

Fighting - physical / 75 BP / 100%

physical

User recovers 50% of the damage dealt.

Earthquake

Ground - physical / 100 BP / 100%

physical

Hits adjacent Pokemon. Double damage on Dig.

Electroweb

Electric - special / 55 BP / 95%

special

100% chance to lower the foe(s) Speed by 1.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Energy Ball

Grass - special / 90 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Feint

Normal - physical / 30 BP / 100% / Priority +2

physical

Nullifies Detect, Protect, and Quick/Wide Guard.

Fling

Dark - physical / 10-130 BP / 100%

physical

Flings the user's item at the target. Power varies.

Focus Blast

Fighting - special / 120 BP / 70%

special

10% chance to lower the target's Sp. Def by 1.

Focus Energy

Normal - status

status

Raises the user's critical hit ratio by 2.

Focus Punch

Fighting - physical / 150 BP / 100% / Priority -3

physical

Fails if the user takes damage before it hits.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Grass Knot

Grass - special / 20-120 BP / 100%

special

More power the heavier the target.

Gunk Shot

Poison - physical / 120 BP / 80%

physical

30% chance to poison the target.

Gyro Ball

Steel - physical / 1-150 BP / 100%

physical

More power the slower the user than the target.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Iron Head

Steel - physical / 80 BP / 100%

physical

20% chance to make the target flinch.

Iron Tail

Steel - physical / 100 BP / 75%

physical

30% chance to lower the target's Defense by 1.

Knock Off

Dark - physical / 65-97.5 BP / 100%

physical

1.5x damage if foe holds an item. Removes item.

Low Kick

Fighting - physical / 20-120 BP / 100%

physical

More power the heavier the target.

Low Sweep

Fighting - physical / 65 BP / 100%

physical

100% chance to lower the target's Speed by 1.

Mega Kick

Normal - physical / 120 BP / 75%

physical

No additional effect.

Pain Split

Normal - status

status

Shares HP of user and target equally.

Payback

Dark - physical / 50 BP / 100%

physical

Power doubles if the user moves after the target.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Quick Attack

Normal - physical / 40 BP / 100% / Priority +1

physical

Usually goes first.

Quick Guard

Fighting - status / Priority +3

status

Protects allies from priority attacks this turn.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Reversal

Fighting - physical / 20-200 BP / 100%

physical

More power the less HP the user has left.

Rock Slide

Rock - physical / 75 BP / 90%

physical

30% chance to make the foe(s) flinch.

Rock Tomb

Rock - physical / 60 BP / 95%

physical

100% chance to lower the target's Speed by 1.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Scary Face

Normal - status / 100%

status

Lowers the target's Speed by 2.

Seed Bomb

Grass - physical / 80 BP / 100%

physical

No additional effect.

Seismic Toss

Fighting - physical / 100%

physical

Does damage equal to the user's level.

Shadow Ball

Ghost - special / 80 BP / 100%

special

20% chance to lower the target's Sp. Def by 1.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Smack Down

Rock - physical / 50 BP / 100%

physical

Removes the target's Ground immunity.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Superpower

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Attack and Defense by 1.

Taunt

Dark - status / 100%

status

Target can't use status moves its next 3 turns.

Thief

Dark - physical / 60 BP / 100%

physical

If the user has no item, it steals the target's.

Thrash

Normal - physical / 120 BP / 100%

physical

Lasts 2-3 turns. Confuses the user afterwards.

Trailblaze

Grass - physical / 50 BP / 100%

physical

100% chance to raise the user's Speed by 1.

U-turn

Bug - physical / 70 BP / 100%

physical

User switches out after damaging the target.

Upper Hand

Fighting - physical / 65 BP / 100% / Priority +3

physical

100% flinch. Fails unless target using priority attack.

Uproar

Normal - special / 90 BP / 100%

special

Lasts 3 turns. Active Pokemon cannot fall asleep.

Vacuum Wave

Fighting - special / 40 BP / 100% / Priority +1

special

Usually goes first.

Abilities

Receiver

This Pokemon copies the Ability of an ally that faints.

Defiant

This Pokemon's Attack is raised by 2 for each of its stats that is lowered by a foe.

Mechanics

Priority

Endure has positive priority.

Forms and items

PassimianFightingOpen

Questions

What is Passimian weak to in Pokemon Champions?

Passimian is weak to Flying, Psychic, Fairy based on its Fighting typing.

What are Passimian's base stats?

Passimian's base stats are HP 100, Atk 120, Def 90, SpA 40, SpD 60, Spe 80.

What are common moves for Passimian?

Common Passimian moves include Protect, Close Combat, Knock Off, Drain Punch in current Reg M-B usage.

Is Passimian good in the current regulation?

Passimian has current Reg M-B usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.