Champions Dex
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Aegislash-Blade animated sprite
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Pokemon Champions profile

Aegislash-Blade

BST 500
SeasonM-6
Format
Battle data is recorded for AegislashAegislash-Blade has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 500
HP
60
Atk
140
Def
50
SpA
140
SpD
50
Spe
60

Type defenses

Type defenses

Aegislash-Blade takes damage from each attacking type below.

Weak to
Fire2xGround2xGhost2xDark2x
Resists
Grass1/2xIce1/2xFlying1/2xPsychic1/2xRock1/2xDragon1/2xSteel1/2xFairy1/2xBug1/4x
Immune to
Normal0xFighting0xPoison0x
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
0x2x1x1x1/2x1/2x0x0x2x1/2x1/2x1/4x1/2x2x1/2x2x1/2x1/2x
Normal0x
Fire2x
Water1x
Electric1x
Grass1/2x
Ice1/2x
Fighting0x
Poison0x
Ground2x
Flying1/2x
Psychic1/2x
Bug1/4x
Rock1/2x
Ghost2x
Dragon1/2x
Dark2x
Steel1/2x
Fairy1/2x

Forms / Mega

Available forms

Battle Data

Common choices

Moves

Move usage
10
  1. 1SteelKing's Shield79.5%
  2. 2SteelIron Head62.4%
  3. 3GhostPoltergeist60.9%
  4. 4RockWide Guard49.6%

Held Items

Item usage
10
  1. 1Focus Sash27.4%
  2. 2Leftovers20.9%
  3. 3Life Orb14.9%
  4. 4Spell Tag10.3%

Nature

Set usage
10
  1. 1AdamantAttack↑Sp. Atk↓57.3%
  2. 2BraveAttack↑Speed↓17.3%
  3. 3QuietSp. Atk↑Speed↓7.3%

Abilities

Set usage
1
  1. 1Stance Change100%

Stat Points

Set usage
30
  1. 1HP2Atk32Def0SpA0SpD0Spe3215.3%
  2. 2HP32Atk32Def2SpA0SpD0Spe010.4%
  3. 3HP32Atk32Def0SpA0SpD2Spe09.6%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Aerial Ace60-20This move does not check accuracy.
Air Slash759515Has a 30% chance to make the target flinch.
Attract-10015Causes the target to become infatuated, making it unable to attack 50% of the time. Fails if both the user and the target are the same gender, if either is genderless, or if the target is already infatuated. The effect ends when either the user or the target is no longer active. Pokemon with the Oblivious Ability or protected by the Aroma Veil Ability are immune.
Block--5Prevents the target from switching out. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field.
Brick Break7510015If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Brutal Swing6010020No additional effect.
Close Combat1201005Lowers the user's Defense and Special Defense by 1 stage.
Destiny Bond--5Until the user's next move, if an opposing Pokemon's attack knocks the user out, that Pokemon faints as well, unless the attack was Doom Desire or Future Sight. Fails if the user used this move successfully as its last move, disregarding moves used through the Dancer Ability.
Double Hit359010Hits twice. If the first hit breaks the target's substitute, it will take damage for the second hit.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Gyro Ball-1005Power is equal to (25 * target's current Speed / user's current Speed) + 1, rounded down, but not more than 150. If the user's current Speed is 0, this move's power is 1.
Head Smash150805If the target lost HP, the user takes recoil damage equal to 1/2 the HP lost by the target, rounded half up, but not less than 1 HP.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Iron Defense--15Raises the user's Defense by 2 stages.
Iron Head8010015Has a 30% chance to make the target flinch.
King's Shield--5The user is protected from most attacks made by other Pokemon during this turn, and Pokemon trying to make contact with the user have their Attack lowered by 1 stage. Non-damaging moves go through this protection. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Metal Sound-8520Lowers the target's Special Defense by 2 stages.
Night Slash7010020Has a higher chance for a critical hit.
Poltergeist110905Fails if the target has no held item.
Power Trick--10The user swaps its Attack and Defense stats, and stat stage changes remain on their respective stats. This move can be used again to swap the stats back. If the user uses Baton Pass, the replacement will have its Attack and Defense stats swapped if the effect is active. If the user has its stats recalculated by changing forme while its stats are swapped, this effect is ignored but is still active for the purposes of Baton Pass.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Psycho Cut7010020Has a higher chance for a critical hit.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Reflect--20For 5 turns, the user and its party members take 0.5× damage from physical attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Reversal-10015The power of this move is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP × 48 / user's maximum HP), rounded down.
Rock Slide759010Has a 30% chance to make the target flinch.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Sacred Sword9010015Ignores the target's stat stage changes, including evasiveness.
Screech-8520Lowers the target's Defense by 2 stages.
Shadow Ball8010015Has a 20% chance to lower the target's Special Defense by 1 stage.
Shadow Claw7010015Has a higher chance for a critical hit.
Shadow Sneak4010020No additional effect.
Slash8010020Has a higher chance for a critical hit.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Solar Blade12510010This attack charges on the first turn and executes on the second. Power is halved if the weather is Heavy Rain, Rain, Sandstorm, or Snow and the user is not holding Utility Umbrella. If the user is holding a Power Herb or the weather is Intense Sun or Sun, the move completes in one turn. If the user is holding Utility Umbrella and the weather is Intense Sun or Sun, the move still requires a turn to charge.
Steel Beam140955Whether or not this move is successful and even if it would cause fainting, the user loses 1/2 of its maximum HP, rounded up, unless the user has the Magic Guard Ability.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Sunny Day--5For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun.
Swords Dance--20Raises the user's Attack by 2 stages.
Wide Guard--10The user and its party members are protected from moves made by other Pokemon, including allies, during this turn that target all adjacent foes or all adjacent Pokemon. This move modifies the same 1/X chance of being successful used by other protection moves, where X starts at 1 and triples each time this move is successfully used, but does not use the chance to check for failure. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn or if this move is already in effect for the user's side.
Zen Headbutt809015Has a 20% chance to make the target flinch.
Pokémon Champions — Regulation Set M-C
What’s NewSEASON UPDATE / M-C

New Season - Battle Ready