Revavroom artwork
#966

Revavroom

SteelPoison
All data Standard/Form Gen 9

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 jobDamage dealer

Revavroom reads as a physical attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outFire, Ground

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

Battle Stats

HP80Atk119Def90Sp.Atk54Sp.Def67Speed90total500
HP 80
Atk 119
Def 90
Sp.Atk 54
Sp.Def 67
Speed 90
Type Check

What scares Revavroom?

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
FireGround
Resists
NormalGrassIceFlyingBugRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Overcoat

Detailed passive wording is still being verified.

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

Filter

Reduces the power of supereffective attacks that hit the Pokémon.

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.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Taunt
Status · Dark Acc - · PP 20

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

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Flash Cannon
Special · Steel PP 12

The user gathers all its light energy and releases it at once. This may also lower the target's Sp. Def stat.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Poison Jab
Physical · Poison PP 20

The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target.

Sludge Bomb
Special · Poison PP 12

The user hurls unsanitary sludge at the target to inflict damage. This may also poison the target.

High Horsepower
Physical · Ground PP 12

The user fiercely attacks the target using its entire body.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Overheat
Special · Fire PP 8

The user attacks the target with all its might. The recoil from this move harshly lowers the user's Sp. Atk stat.

Acid Spray
Damage

Used to take knockouts or put enemies into finishing range.

Assurance
Damage

Used to take knockouts or put enemies into finishing range.

Body Slam
Damage

Used to take knockouts or put enemies into finishing range.

Bulldoze
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Endeavor
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (55 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