Stats, type matchups, abilities, learnset, current usage, and build context for Trevenant in Pokemon Champions.
Psychic - status / Priority +2
User and ally swap positions; using again can fail.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
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.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Ghost - status / 100%
Confuses the target.
Ghost - status
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Ghost - status
If an opponent knocks out the user, it also faints.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Normal - status / 100%
For 4 turns, disables the target's last move used.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
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.
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.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Grass - status / 100%
Adds Grass to the target's type(s).
Dark - physical / 95 BP / 100%
Uses target's Attack stat in damage calculation.
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.
Ice - status
Eliminates all stat changes.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Grass - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - special / 150 BP / 90%
User cannot move next turn.
Psychic - status
No foe can use any move known by the user.
Grass - status
Traps/grounds user; heals 1/16 max HP per turn.
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.
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.
Ghost - special / 100%
Does damage equal to the user's level.
Normal - status
Shares HP of user and target equally.
Ghost - physical / 90 BP / 100%
Disappears turn 1. Hits turn 2. Breaks protection.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Ghost - physical / 110 BP / 90%
Fails if the target has no held item.
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.
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.
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
For 5 turns, protects user's party from status.
Normal - status / 100%
Lowers the target's Speed by 2.
Grass - physical / 80 BP / 100%
No additional effect.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Ghost - physical / 60 BP
This move does not check accuracy.
Psychic - status
The user and the target trade Abilities.
Bug - physical / 70 BP / 90%
100% chance to lower target's Sp. Atk by 1.
Normal - status
User must be asleep. Uses another known move.
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.
Ghost - status / 100%
Lowers the PP of the target's last move by 4.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Dark - physical / 70 BP / 100% / Priority +1
Usually goes first. Fails if target is not attacking.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status / 85%
Raises the target's Attack by 2 and confuses it.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Poison - status / 90%
Badly poisons the target. Poison types can't miss.
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.
Fire - status / 85%
Burns the target.
Grass - physical / 120 BP / 100%
Has 33% recoil.
Bug - physical / 80 BP / 100%
No additional effect.