Nickit artwork
#827

Nickit

Dark
All data Standard/Form Gen 8

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Nickit reads as a special attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outFighting, Bug, Fairy

These attack types are the first danger check before adding it to a team.

Battle Stats

HP40Atk28Def28Sp.Atk47Sp.Def52Speed50total245
HP 40
Atk 28
Def 28
Sp.Atk 47
Sp.Def 52
Speed 50
Type Check

What scares Nickit?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FightingBugFairy
Resists
GhostDark
Immune to
Psychic

Abilities / Passives

Passive effect

Run Away

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Unburden

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Stakeout

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Nasty Plot
Status · Dark Pow - · Acc - · PP 20

The user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat.

Taunt
Status · Dark Acc - · PP 20

The target is taunted into a rage that allows it to use only attack moves for three turns.

Knock Off
Physical · Dark PP 20

The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.

Sucker Punch
Physical · Dark PP 8

This move enables the user to attack first. This move fails if the target is not readying an attack.

Quick Attack
Physical · Normal PP 20

The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Assurance
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Baton Pass
Damage

Used to take knockouts or put enemies into finishing range.

Beat Up
Damage

Used to take knockouts or put enemies into finishing range.

Dig
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Facade
Damage

Used to take knockouts or put enemies into finishing range.

Fake Tears
Damage

Used to take knockouts or put enemies into finishing range.

Foul Play
Damage

Used to take knockouts or put enemies into finishing range.

Hone Claws
Damage

Used to take knockouts or put enemies into finishing range.

Howl
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (35 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources