Pokédex › Passimian
Passimian — Stats & Moves (Pokémon Champions)
Fighting Abilities: Receiver, Defiant
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Passimian / Calculate damage with Passimian / Calculate damage against Passimian
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 175 | 207 | — | |
| Attack | 140 | 172 | 189 | |
| Defense | 110 | 142 | 156 | |
| Sp. Atk | 60 | 92 | 101 | |
| Sp. Def | 80 | 112 | 123 | |
| Speed | 100 | 132 | 145 |
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 | FlyingPsychicFairy |
|---|---|
| resists (1/2) | BugRockDark |
Learnset (66 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. |
| Mega Kick | Normal | Physical | 120 | 75 | 8 | Inflicts regular damage with no additional effect. |
| 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. |
| Quick Attack | Normal | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Feint | Normal | Physical | 30 | 100 | 12 | Hits through Protect and Detect. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Uproar | Normal | Special | 90 | 100 | 12 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. |
| 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. |
| Baton Pass | Normal | Status | — | — | 20 | Allows the trainer to switch out the user and pass effects along to its replacement. |
| Pain Split | Normal | Status | — | — | 20 | Sets the user’s and targets’s HP to the average of their current HP. |
| 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. |
| Seed Bomb | Grass | Physical | 80 | 100 | 16 | Inflicts regular damage with no additional effect. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | |
| Energy Ball | Grass | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Chilling Water | Water | Special | 50 | 100 | 20 | |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Electroweb | Electric | Special | 55 | 95 | 16 | Lowers the target’s Speed by one stage. |
| U-turn | Bug | Physical | 70 | 100 | 20 | User must switch out after attacking. |
| Acrobatics | Flying | Physical | 55 | 100 | 16 | Has double power if the user has no held item. |
| 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. |
| Gunk Shot | Poison | Physical | 120 | 80 | 8 | Has a chance to poison the target. |
| Earthquake | Ground | Physical | 100 | 100 | 12 | Inflicts regular damage and can hit Dig users. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed 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. |
| 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. |
| Upper Hand | Fighting | Physical | 65 | 100 | 16 | |
| Low Sweep | Fighting | Physical | 65 | 100 | 20 | Lowers the target’s Speed by one stage. |
| Reversal | Fighting | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Seismic Toss | Fighting | Physical | — | 100 | 20 | Inflicts damage equal to the user’s level. |
| Counter | Fighting | Physical | — | 100 | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| 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. |
| Vacuum Wave | Fighting | Special | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Coaching | Fighting | Status | — | — | 12 | Inflicts regular damage with no additional effect. |
| Quick Guard | Fighting | Status | — | — | 16 | Prevents any priority moves from hitting friendly Pokémon this turn. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Shadow Ball | Ghost | Special | 80 | 100 | 16 | Has a chance to lower the target’s Special Defense by one stage. |
| Curse | Ghost | Status | — | — | 12 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
| Knock Off | Dark | Physical | 65 | 100 | 20 | Target drops its held item. |
| Brutal Swing | Dark | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Assurance | Dark | Physical | 60 | 100 | 12 | Power is doubled if the target has already received damage this turn. |
| Thief | Dark | Physical | 60 | 100 | 20 | Takes the target’s item. |
| Payback | Dark | Physical | 50 | 100 | 12 | Power is doubled if the target has already moved this turn. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Beat Up | Dark | Physical | — | 100 | 12 | Hits once for every conscious Pokémon the trainer has. |
| 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. |
| Gyro Ball | Steel | Physical | — | 100 | 8 | Power raises when the user has lower Speed, up to a maximum of 150. |