Stats, type matchups, abilities, learnset, current usage, and build context for Sharpedo 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.
Psychic - status
Raises the user's Speed by 2.
Rock - special / 60 BP / 100%
10% chance to raise all stats by 1 (not acc/eva).
Water - physical / 40 BP / 100% / Priority +1
Usually goes first.
Dark - physical / 60 BP / 100%
Power doubles if target was damaged this turn.
Normal - status / 100%
A target of the opposite gender gets infatuated.
Ice - physical / 60 BP / 100% / Priority -4
Power doubles if user is damaged by the target.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Ice - special / 110 BP / 70%
10% chance to freeze foe(s). Can't miss in Snow.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Water - special / 50 BP / 100%
100% chance to lower the target's Attack by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
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.
Ghost - status
If an opponent knocks out the user, it also faints.
Water - physical / 80 BP / 100%
Dives underwater turn 1, strikes turn 2.
Normal - physical / 120 BP / 100%
Has 33% recoil.
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.
Water - physical / 60 BP / 100%
User switches out after damaging the target.
Normal - status
Raises the user's critical hit ratio by 2.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Water - special / 110 BP / 80%
No additional effect.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - special / 90 BP / 100%
10% chance to freeze the target.
Ice - physical / 65 BP / 95%
10% chance to freeze. 10% chance to flinch.
Ice - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - physical / 70 BP / 100%
High critical hit ratio.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Poison - physical / 50 BP / 100%
50% chance to badly poison the target.
Poison - physical / 80 BP / 100%
30% chance to poison 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.
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.
Water - special / 80 BP / 100%
30% chance to burn the target. Thaws target.
Dragon - physical / 25 BP / 90%
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status / 85%
Lowers the target's Defense by 2.
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.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
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.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Normal - special / 90 BP / 100%
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Water - special / 35 BP / 85%
Traps and damages the target for 4-5 turns.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.