Despite being marketed with an E for Everyone rating, Pokémon has one of the most complicated metagames in gaming history. With over 1,000 creatures to choose from spanning 18 different Types, it’s a challenge even to remember them all, let alone determine battle match-ups on the fly.
Fortunately, the basics are simple enough to master: learn Type effectiveness, STAB (Same-Type Attack Bonus), and volatile status conditions like burn, paralysis, and sleep. That foundation is the first step for any newcomer looking to build consistent teams and make smarter in-battle decisions.
1. AVAILABLE POKEMON
Only 187 Pokémon are available in Pokémon Champions at the time of its release, though more may be available in future patches. All of them, except Pikachu, are either fully evolved or incapable of evolution. Only available Pokémon can be transferred from Pokémon HOME.
Pokémon With Mega Evolutions (Alphabetical)
Abomasnow, Absol, Aerodactyl, Aggron, Alakazam, Altaria, Ampharos, Audino, Banette, Beedrill, Blastoise, Camerupt, Chandelure, Charizard, Chesnaught, Chimecho, Clefable, Crabominable, Delphox, Dragonite, Drampa, Emboar, Excadrill, Feraligatr, Floette (Eternal Flower), Froslass, Gallade, Garchomp, Gardevoir, Gengar, Glalie, Glimmora, Golurk, Greninja*, Gyarados, Hawlucha, Heracross, Houndoom, Kangaskhan, Lopunny, Lucario, Manectric, Medicham, Meganium, Meowstic, Pidgeot, Pinsir, Sableye, Scizor, Scovillain, Sharpedo, Skarmory, Slowbro, Starmie, Steelix, Tyranitar, Venusaur, Victreebel
- Greninja is not permitted to have Battle Bond.
Pokémon With Regional Forms (Alphabetical)
Arcanine, Avalugg, Decidueye, Goodra, Ninetales, Raichu, Samurott, Slowbro, Slowking, Stunfisk, Tauros, Typhlosion, Zoroark
Other Pokémon (Alphabetical)
Aegislash, Alcremie, Appletun, Araquanid, Arbok, Archaludon, Ariados, Armarouge, Aromatisse, Aurorus, Azumarill, Basculegion, Bastiodon, Beartic, Bellibolt, Castform, Ceruledge, Clawitzer, Cofagrigus, Conkeldurr, Corviknight, Dedenne, Diggersby, Ditto, Dragapult, Emolga, Empoleon, Espathra, Espeon, Farigiraf, Flapple, Flareon, Florges, Forretress, Furfrou, Garbodor, Garganacl, Glaceon, Gliscor, Gourgeist, Hatterene, Heliolisk, Hippowdon, Hydrapple, Hydreigon, Incineroar, Infernape, Jolteon, Kingambit, Kleavor, Klefki, Kommo-o, Krookodile, Leafeon, Liepard, Luxray, Lycanroc, Machamp, Mamoswine, Maushold, Meowscarada, Milotic, Mimikyu, Morpeko, Mr. Rime, Mudsdale, Noivern, Oranguru, Orthworm, Palafin, Pangoro, Passimian, Pelipper, Pikachu, Politoed, Polteageist, Primarina, Quaquaval, Rampardos, Reuniclus, Rhyperior, Roserade, Rotom, Runerigus, Salazzle, Sandaconda, Serperior, Simipour, Simisage, Simisear, Sinistcha, Skeledirge, Slurpuff, Sneasler, Snorlax, Spiritomb, Sylveon, Talonflame, Tinkaton, Torkoal, Torterra, Toucannon, Toxapex, Toxicroak, Trevenant, Tsareena, Tyrantrum, Umbreon, Vanilluxe, Vaporeon, Vivillon, Volcarona, Watchog, Weavile, Whimsicott, Wyrdeer
2. WEAKNESSES & RESISTANCES
Each Pokémon has either one or two Types that determine its weaknesses, resistances, and immunities. Compare the attack’s Type to the defending Pokémon’s. For example, if an Electric-Type attack hits a Flying-Type Pokémon, the result is super effective.

A complete graph of every Type interaction in Pokémon. Green means ‘super effective’. Red means ‘not very effective’. Black means ‘no effect’.
Super effective: Deals x2 damage if one Type is weak to the attack.
Not very effective: Deals x1/2 damage if one Type resists the attack.
Has no effect: Deals no damage if one Type is immune to the attack. Supersedes all other interactions.
Pokémon Champions introduces two more effectiveness levels:
Extremely effective: Deals x4 damage if both Types are weak to the attack.
Mostly ineffective: Deals x1/4 damage if both Types resist the attack.
3. STATS
Every Pokémon has six different base stats, which determine their battle effectiveness: HP, Attack, Defense, Special Attack, Special Defense, and Speed. Evasion and Accuracy are in-battle stats that function identically for all Pokémon. All stats, save HP, can be increased or decreased up to six stages. All positive and negative stat stages are removed when the Pokémon is switched out.
- HP: Determines how much damage it can withstand in battle. When it drops to zero, it is knocked out.
- Attack: Determines how much damage it inflicts with physical attacks.
- Defense: Determines how much damage is reduced when struck by an opponent’s physical attack.
- Special Attack: Determines how much damage it inflicts with special attacks.
- Special Defense: Determines how much damage is reduced when struck by an opponent’s special attack.
- Speed: Determines whether or not it is faster than its opponent. The Pokémon with the higher Speed moves first.
- Accuracy & Evasion: Determine the likelihood of hitting with a move. Apply Evasion stages in reverse (i.e., +1 Evasion is like -1 Accuracy to the opponent).
| Base Stat Stage Multipliers | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
| x1/4 | x2/7 | x1/3 | x2/5 | x1/2 | x2/3 | x1 | x11/2 | x2 | x21/2 | x3 | x31/2 | x4 |
| Accuracy/Evasion Stage Multipliers | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
| x1/3 | x3/8 | x3/7 | x1/2 | x3/5 | x3/4 | x1 | x1 1/3 | x1 2/3 | x2 | x2 1/3 | x2 2/3 | x3 |
4. STATUS CONDITIONS
There are many status conditions in Pokémon battling, and they come in two varieties: volatile and non-volatile. If an icon representing a status condition is displayed on-screen, it is non-volatile. Volatile status conditions do not have icons.
- Volatile: A Pokémon can be afflicted with any number of volatile status conditions, but they will expire once it is switched out.
- Non-volatile: Only one non-volatile status condition can exist on any Pokémon, but it remains even after being switched out. A Pokémon’s non-volatile status condition cannot be overwritten by another one, except through specific means (like Rest).
These status conditions include the following effects:
- Poison (non-volatile): Damages 12.5% of a Pokémon’s maximum HP each turn. Poison-Type and Steel-Type Pokémon cannot be poisoned.
- Bad poison (non-volatile): Similar to poison, inflicted by Toxic. Inflicts 6.25% of a Pokémon’s maximum HP in damage at first, but increases by 6.25% each subsequent turn. Switching out resets the damage to 6.25%.
- Paralysis (non-volatile): Halves a Pokémon’s Speed stat. 12.5% chance of failing to act (changed from the original 25%). Electric-Type Pokémon cannot be paralyzed.
- Sleep (non-volatile): Prevents a Pokémon from acting for two to three turns (changed from the original two to four turns).
- Confusion (volatile): 33.3% chance of damaging itself instead of using a move. Self-damage is determined by the Pokémon’s Attack stat.
- Flinching (volatile): Renders a Pokémon unable to act if a faster Pokémon hits it with a move that can cause flinching.
- Seeding (volatile): Damages 12.5% of a Pokémon’s maximum HP each turn, then heals opposing Pokémon by the same amount. Grass-Type Pokémon cannot be seeded.
- Cursed (volatile): Damages 25% of a Pokémon’s maximum HP each turn.
- Infatuation (volatile): 50% chance of preventing a Pokémon from acting. Only works if the opponent has the opposite gender. Never works on genderless Pokémon. Infatuation fades if the opposing Pokémon is switched out.
- Trapped (volatile): Cannot switch out. The Pokémon will be free after the move expires (only binding moves expire) or the opposing Pokémon is switched out. Ghost-Type Pokémon cannot be trapped.
- Freeze (non-volatile) – Prevents a Pokémon from acting for up to three turns (changed from potentially indefinite). 25% chance to thaw out (changed from 20% chance) each turn. Guaranteed to thaw if hit by a Fire-type attack. Ice-Type Pokémon cannot be frozen.
- Burn (non-volatile) – Inflicts 6.25% of a Pokémon’s maximum HP in damage each turn, and halves its Attack. Fire-Type Pokémon cannot be burned.
5. MOVES
Each Pokémon has a predetermined set of moves it can learn, depending on its species. All Pokémon can have up to four moves, each with its own PP. Each time a move is used, it loses 1 PP. If a move has no PP left, it cannot be used. When all moves have 0 PP, a Pokémon can only use Struggle, which damages the user by 25% of their maximum HP.
Moves come in three categories:
- Physical: Applies the attacker’s Attack and the defender’s Defense.
- Special: Applies the attacker’s Special Attack and the defender’s Special Defense.
- Status: Does not inflict direct damage or apply any stats.
Each move has a listed Power and Accuracy:
- Power: Determines how much damage it inflicts. If a move’s Type matches one of its user’s, its damage output gains a STAB bonus (x1.5 damage).
- Accuracy: Determines the chance of successfully hitting its opponent via percentage. (i.e., 85 Accuracy means 85% chance to hit)
Many moves have unique qualities:
- Priority: Some moves occur first or last regardless of Speed.
- Multiple targets: Some target multiple Pokémon in Double Battles.
- Additional effects: Some have a chance of applying an additional effect.
- Balance changes: Unique to Pokémon Champions, Protect and Beak Blast have 8 PP, despite having higher PP in other games.
6. HELD ITEMS
Each Pokémon can hold a single item to use in battle. Berries are consumed upon use and can offer a myriad of benefits to their holder: restoring HP, curing a status condition, increasing a stat’s stage, or decreasing the damage from an incoming super-effective attack. Other items always apply their effects while a Pokémon holds them, and come in wide varieties.
The three Choice items (Band, Specs, and Scarf) grant a x1.5 multiplier to one of their holder’s stats (Attack, Special Attack, or Speed, respectively), but lock their holder into a single move until it’s switched out. Type-enhancing items (like Silk Scarf or Charcoal) grant a x1.2 damage multiplier to a specified Type.
MEGA STONES
Some Pokémon have access to their Mega Evolution if they’re holding a matching Mega Stone. When this prerequisite is met, a Pokémon can Mega Evolve during any turn. Doing so transforms it into a more powerful form and increases (or decreases) its base stats.
Some Mega Evolutions add (or remove) a Type, or even change their Type entirely. Some Mega Evolutions also have unique Abilities that their original form doesn’t have. Each Trainer can only Mega Evolve once per battle, even if another Pokémon holds a matching Mega Stone.
7. ABILITIES
Each Pokémon has an Ability that always applies while it’s in battle. Typically, a Pokémon has one of two normal Abilities, plus a rarer third Hidden Ability that is harder to acquire. Many Pokémon are defined by their Ability and wouldn’t be seen with another one in competitive battling.
For example, Ditto can have its Hidden Ability, Imposter, which automatically transforms it into its opponent, copying most of its stats, moves, and Types, but retaining its HP and held item.
8. TRAINING
In Pokémon Champions, Trainers can fine-tune their precious Pokémon’s stats between battles, or even change their moves, Nature, or Ability. To do this, they must spend VP (Victory Points), which are earned by playing the game. Unlike previous Pokémon games, IVs (Individual Values) cannot be adjusted and are always treated as maximized.
| Change | Cost (VP) |
|---|---|
| Stats | 2 per Stat Point |
| Moves | 100 per move |
| Nature | 200 |
| Ability | 400 |
STATS
Previous Pokémon games used EVs (Effort Values) to determine where each of a Pokémon’s additional base stats is allocated. This process is streamlined in Pokémon Champions through the new Stat Points feature.
Trainers can add up to 32 points in any one of a Pokémon’s stats, up to a maximum of 66 points total. This replicates the EV system of previous games, but in a far more streamlined manner.
NATURES
Natures work the same way they did in previous Pokémon games. Each one increases a Pokémon’s stat by 10% and decreases another by 10% (though one Nature simply applies no stat change at all). The most useful Natures decrease Attack or Special Attack, depending on which attacking type (physical or special) it is not using.
The increased stat depends on the Pokémon’s role: Adamant/Modest for strong attackers, Bold/Impish/Calm/Careful for bulky defenders, and Timid/Jolly for speedsters. Natures that decrease a Pokémon’s Defense or Special Defense are seldom used in competitive battling.















