Stats, type matchups, abilities, learnset, current usage, and build context for Scovillain 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.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Grass - physical / 25 BP / 100%
Hits 2-5 times in one turn.
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.
Normal - physical / 35 BP / 90%
Hits 2 times in one turn.
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.
Grass - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
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 - special / 90 BP / 100%
10% chance to burn the target.
Fire - physical / 120 BP / 100%
Has 33% recoil. 10% chance to burn. Thaws user.
Grass - special / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Grass - physical / 55 BP / 100%
User on Grassy Terrain: +1 priority.
Grass - status
5 turns. Grounded: +Grass power, +1/16 max HP.
Grass - status
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
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.
Grass - status
Traps/grounds user; heals 1/16 max HP per turn.
Dark - physical / 75 BP / 100%
2x power if the user had a stat lowered this turn.
Grass - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Grass - status / 90%
1/8 of target's HP is restored to user every turn.
Fire - special / 130 BP / 90%
Lowers the user's Sp. Atk by 2.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Bug - status / Priority +2
The foes' moves target the user on the turn used.
Psychic - status
User sleeps 2 turns and restores HP and status.
Rock - status
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Normal - status / 100%
Lowers the target's Speed by 2.
Grass - physical / 80 BP / 100%
No additional effect.
Normal - status
User must be asleep. Uses another known move.
Grass - special / 60-120 BP / 100%
Charges turn 1. Hits turn 2. No charge in sunlight.
Grass - status
Raises target's Atk by 2 and lowers its Def by 2.
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 - physical / 90%
Does damage equal to 1/2 target's current HP.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
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.
Fire - status / 85%
Burns the target.
Grass - status / 100%
The target's Ability becomes Insomnia.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.