Wyrdeer
NormalPsychic
In SDL
Base stats
HP103
Atk105
Def72
SpA105
SpD75
Spe65
BST525
Abilities
- Primary
- Intimidate
- Secondary
- Frisk
- Hidden
- Sap Sipper
Doubles analysis
What this movepool and ability set qualify for under the Doubles on Champions role checks used by league synergy and the roster builder.
Base 65 Speed: between plans, too slow for a Tailwind payoff and above the Trick Room bar of 60.
Speed control
- Trick Room
- Thunder Wave
Tempo / support
- Helping Hand
Screens
- Screens
- Reflect, Light Screen
Disruption
- Sleep (Spore/Powder/etc.)
- Hypnosis
Ability roles
- Intimidate
Weather and terrain
- Psychic Terrain abuser
- Expanding Force
Draft record (Champions): Avg finish: 8th of 10 · n=1 season
Moves — Champions
60 of 60 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Agility | Psychic | Status | — | — | 30 | Raises the user's Speed by 2. | |
| Bite | Dark | Physical | 60 | 100 | 25 | 30% chance to make the target flinch. | |
| Body Slam | Normal | Physical | 85 | 100 | 15 | 30% chance to paralyze the target. | |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | 100% chance lower adjacent Pkmn Speed by 1. | |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user's Sp. Atk and Sp. Def by 1. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Confuse Ray | Ghost | Status | — | 100 | 10 | Confuses the target. | |
| Curse | Ghost | Status | — | — | 10 | Curses if Ghost, else -1 Spe, +1 Atk, +1 Def. | |
| Dig | Ground | Physical | 80 | 100 | 10 | Digs underground turn 1, strikes turn 2. | |
| Disable | Normal | Status | — | 100 | 20 | For 4 turns, disables the target's last move used. | |
| Double-Edge | Normal | Physical | 120 | 100 | 15 | Has 33% recoil. | |
| Earth Power | Ground | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Earthquake | Ground | Physical | 100 | 100 | 10 | Hits adjacent Pokemon. Double damage on Dig. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Energy Ball | Grass | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Expanding Force | Psychic | Special | 80 | 100 | 10 | User on Psychic Terrain: 1.5x power, hits foes. | |
| Extrasensory | Psychic | Special | 80 | 100 | 20 | 10% chance to make the target flinch. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Future Sight | Psychic | Special | 120 | 100 | 10 | Hits two turns after being used. | |
| Giga Impact | Normal | Physical | 150 | 90 | 5 | User cannot move next turn. | |
| Gravity | Psychic | Status | — | — | 5 | 5 turns: no Ground immunities, 1.67x accuracy. | |
| Helping Hand | Normal | Status | — | — | 20 | One adjacent ally's move power is 1.5x this turn. | |
| High Horsepower | Ground | Physical | 95 | 95 | 10 | No additional effect. | |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User cannot move next turn. | |
| Hypnosis | Psychic | Status | — | 60 | 20 | Causes the target to fall asleep. |