Pokédex › Emboar
Emboar — Stats & Moves (Pokémon Champions)
FireFighting Abilities: Blaze
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Emboar / Calculate damage with Emboar / Calculate damage against Emboar
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 185 | 217 | — | |
| Attack | 143 | 175 | 192 | |
| Defense | 85 | 117 | 128 | |
| Sp. Atk | 120 | 152 | 167 | |
| Sp. Def | 85 | 117 | 128 | |
| Speed | 85 | 117 | 128 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | WaterGroundFlyingPsychic |
|---|---|
| resists (1/2) | FireGrassIceDarkSteel |
| resists (1/4) | Bug |
Learnset (79 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Double-Edge | Normal | Physical | 120 | 100 | 16 | User receives 1/3 the damage inflicted in recoil. |
| Thrash | Normal | Physical | 120 | 100 | 12 | Hits every turn for 2-3 turns, then confuses the user. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Endeavor | Normal | Physical | — | 100 | 8 | Lowers the target’s HP to equal the user’s. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Yawn | Normal | Status | — | — | 12 | Target sleeps at the end of the next turn. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Scary Face | Normal | Status | — | 100 | 12 | Lowers the target’s Speed by two stages. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Focus Energy | Normal | Status | — | — | 20 | Increases the user’s chance to score a critical hit. |
| Roar | Normal | Status | — | — | 20 | Immediately ends wild battles. Forces trainers to switch Pokémon. |
| Solar Blade | Grass | Physical | 125 | 100 | 12 | Requires a turn to charge before attacking. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | |
| Solar Beam | Grass | Special | 120 | 100 | 12 | Requires a turn to charge before attacking. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Flare Blitz | Fire | Physical | 120 | 100 | 16 | User takes 1/3 the damage inflicted in recoil. Has a chance to burn the target. |
| Temper Flare | Fire | Physical | 75 | 100 | 12 | |
| Fire Punch | Fire | Physical | 75 | 100 | 16 | Has a chance to burn the target. |
| Flame Charge | Fire | Physical | 50 | 100 | 20 | Inflicts regular damage. Raises the user’s Speed by one stage. |
| Heat Crash | Fire | Physical | — | 100 | 12 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| Blast Burn | Fire | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Burn Up | Fire | Special | 130 | 100 | 8 | Removes the user’s Fire type after inflicting damage. |
| Overheat | Fire | Special | 130 | 90 | 8 | Lowers the user’s Special Attack by two stages after inflicting damage. |
| Fire Blast | Fire | Special | 110 | 85 | 8 | Has a chance to burn the target. |
| Heat Wave | Fire | Special | 95 | 90 | 12 | Has a chance to burn the target. |
| Flamethrower | Fire | Special | 90 | 100 | 16 | Has a chance to burn the target. |
| Fire Spin | Fire | Special | 35 | 85 | 16 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Will-O-Wisp | Fire | Status | — | 85 | 16 | Burns the target. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Scald | Water | Special | 80 | 100 | 16 | Has a chance to burn the target. |
| Wild Charge | Electric | Physical | 90 | 100 | 16 | User receives 1/4 the damage it inflicts in recoil. |
| Thunder Punch | Electric | Physical | 75 | 100 | 16 | Has a chance to paralyze the target. |
| Head Smash | Rock | Physical | 150 | 80 | 8 | User receives 1/2 the damage inflicted in recoil. |
| Stone Edge | Rock | Physical | 100 | 80 | 8 | Has an increased chance for a critical hit. |
| Rock Slide | Rock | Physical | 75 | 90 | 12 | Has a chance to make the target flinch. |
| Rock Tomb | Rock | Physical | 60 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Smack Down | Rock | Physical | 50 | 100 | 16 | Removes any immunity to Ground damage. |
| Poison Jab | Poison | Physical | 80 | 100 | 20 | Has a chance to poison the target. |
| Earthquake | Ground | Physical | 100 | 100 | 12 | Inflicts regular damage and can hit Dig users. |
| High Horsepower | Ground | Physical | 95 | 95 | 12 | Inflicts regular damage with no additional effect. |
| Dig | Ground | Physical | 80 | 100 | 12 | User digs underground, dodging all attacks, and hits next turn. |
| Stomping Tantrum | Ground | Physical | 75 | 100 | 12 | Has double power if the user’s last move failed. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Scorching Sands | Ground | Special | 70 | 100 | 12 | Has a chance to burn the target. |
| Mud-Slap | Ground | Special | 20 | 100 | 12 | Has a chance to lower the target’s accuracy by one stage. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| Close Combat | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Superpower | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Attack and Defense by one stage after inflicting damage. |
| Hammer Arm | Fighting | Physical | 100 | 90 | 12 | Lowers user’s Speed by one stage. |
| Body Press | Fighting | Physical | 80 | 100 | 12 | |
| Drain Punch | Fighting | Physical | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Brick Break | Fighting | Physical | 75 | 100 | 16 | Destroys Reflect and Light Screen. |
| Low Sweep | Fighting | Physical | 65 | 100 | 20 | Lowers the target’s Speed by one stage. |
| Storm Throw | Fighting | Physical | 60 | 100 | 12 | Always scores a critical hit. |
| Reversal | Fighting | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Low Kick | Fighting | Physical | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Focus Blast | Fighting | Special | 120 | 70 | 8 | Has a chance to lower the target’s Special Defense by one stage. |
| Coaching | Fighting | Status | — | — | 12 | Inflicts regular damage with no additional effect. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Curse | Ghost | Status | — | — | 12 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
| Sucker Punch | Dark | Physical | 70 | 100 | 8 | Only works if the target is about to use a damaging move. |
| Knock Off | Dark | Physical | 65 | 100 | 20 | Target drops its held item. |
| Assurance | Dark | Physical | 60 | 100 | 12 | Power is doubled if the target has already received damage this turn. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Iron Head | Steel | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Hard Press | Steel | Physical | — | 100 | 12 | |
| Heavy Slam | Steel | Physical | — | 100 | 12 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| Gyro Ball | Steel | Physical | — | 100 | 8 | Power raises when the user has lower Speed, up to a maximum of 150. |