Stats, type matchups, abilities, learnset, current usage, and build context for Pyroar 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 / 55-110 BP / 100%
Power doubles if the user has no held item.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Fire - special / 70 BP / 100%
100% burns a target that had a stat rise this turn.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Normal - physical / 100%
Lowers the target's HP to the user's HP.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - status / 100%
The target's Ability changes to match the user's.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - special / 110 BP / 85%
10% chance to burn the target.
Fire - physical / 65 BP / 95%
10% chance to burn. 10% chance to flinch.
Fire - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Fire - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Fire - physical / 120 BP / 100%
Has 33% recoil. 10% chance to burn. Thaws user.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Fire - special / 95 BP / 90%
10% chance to burn the foe(s).
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.
Normal - special / 90 BP / 100%
No additional effect. Hits adjacent foes.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Ground - special / 20 BP / 100%
100% chance to lower the target's accuracy by 1.
Normal - status / 100%
Lowers the target's Attack and Sp. Atk by 1.
Fire - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Ground - special / 70 BP / 100%
30% chance to burn the target. Thaws target.
Normal - status
User must be asleep. Uses another known move.
Dark - special / 55 BP / 95%
100% chance to lower the foe(s) Sp. Atk by 1.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
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 - status / 100%
Target can't use status moves its next 3 turns.
Fire - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Fire - status / 85%
Burns the target.
Normal - status
Puts the target to sleep after 1 turn.