Is Emboar good in Pokemon Champions?
- Fire/Fighting types
- Base stat total 528
- Weak to Water, Ground, Flying
Base Stats
Emboar Weaknesses & Resistances
Emboar Weaknesses
Offensive Coverage
STAB vs. all typesHow this Pokémon's STAB attacks land against every defending type.
One tap: Emboar's most-run set against each top meta set, preloaded in the damage calc.
Common Sets
Full configurations that actually appeared together — scouting an unfamiliar opponent? Match their item, the moves they're likely running are here.
Movepool
Sorted by STAB then competitive usage
Burns the target.
User foregoes its next turn to recharge.
If the user takes damage before attacking, the attack is canceled.
Removes the user’s Fire type after inflicting damage.
Lowers the user’s Special Attack by two stages after inflicting damage.
Lowers the user’s Defense and Special Defense by one stage after inflicting dama…
User takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
Has a chance to lower the target’s Special Defense by one stage.
Lowers the user’s Attack and Defense by one stage after inflicting damage.
Has a chance to burn the target.
Lowers user’s Speed by one stage.
Has a chance to burn the target.
Has a chance to burn the target.
Destroys Reflect and Light Screen.
Drains half the damage inflicted to heal the user.
Has a chance to burn the target.
Lowers the target’s Speed by one stage.
Always scores a critical hit.
Inflicts regular damage. Raises the user’s Speed by one stage.
Prevents the target from fleeing and inflicts damage for 2-5 turns.
Raises the user’s Attack and Defense by one stage.
Inflicts regular damage with no additional effect.
Power is higher when the user weighs more than the target, up to a maximum of 12…
Inflicts more damage to heavier targets, with a maximum of 120 power.
Inflicts more damage when the user has less HP remaining, with a maximum of 200…
Changes the weather to sunny for five turns.
Ally’s next move inflicts half more damage.
Prevents any moves from hitting the user this turn.
Target sleeps at the end of the next turn.
User foregoes its next turn to recharge.
User receives 1/2 the damage inflicted in recoil.
User foregoes its next turn to recharge.
Requires a turn to charge before attacking.
User receives 1/3 the damage inflicted in recoil.
Requires a turn to charge before attacking.
Hits every turn for 2-3 turns, then confuses the user.
Inflicts regular damage and can hit Dig users.
Has a chance to lower the target’s Defense by one stage.
Has an increased chance for a critical hit.
Inflicts regular damage with no additional effect.
User receives 1/4 the damage it inflicts in recoil.
Has a chance to paralyze the target.
User digs underground, dodging all attacks, and hits next turn.
Has a chance to make the target flinch.
Has a chance to poison the target.
Has a chance to burn the target.
Has a chance to make the target flinch.
Has a chance to make the target flinch.
Has double power if the user’s last move failed.
Has a chance to paralyze the target.
Power doubles if user is burned, paralyzed, or poisoned.
Has a chance to burn the target.
Only works if the target is about to use a damaging move.
Target drops its held item.
Power is doubled if the target has already received damage this turn.
Has a chance to lower the target’s Speed by one stage.
Has a chance to lower the target’s Speed by one stage.
Has double power if it’s used more than once per turn.
Removes any immunity to Ground damage.
Has a chance to make the target flinch. Only works if the user is sleeping.
Has a chance to lower the target’s accuracy by one stage.
Ghosts pay half their max HP to hurt the target every turn. Others decrease Spe…
Lowers the target’s HP to equal the user’s.
Prevents the user’s HP from lowering below 1 this turn.
Throws held item at the target; power depends on the item.
Increases the user’s chance to score a critical hit.
Inflicts more damage to heavier targets, with a maximum of 120 power.
Power raises when the user has lower Speed, up to a maximum of 150.
Power is higher when the user weighs more than the target, up to a maximum of 12…
User sleeps for two turns, completely healing itself.
Immediately ends wild battles. Forces trainers to switch Pokémon.
Lowers the target’s Speed by two stages.
Randomly uses one of the user’s other three moves. Only works if the user is sl…
Transfers 1/4 of the user’s max HP into a doll, protecting the user from further…
For the next few turns, the target can only use damaging moves.
Abilities
Mega Form
Related Pokémon
Other Fire / Fighting picks worth scouting