Yamper artwork
#835

Yamper

Electric
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

Yamper reads as a mixed attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outGround

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

Battle Stats

HP59Atk45Def50Sp.Atk40Sp.Def50Speed26total270
HP 59
Atk 45
Def 50
Sp.Atk 40
Sp.Def 50
Speed 26
Type Check

What scares Yamper?

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
Ground
Resists
ElectricFlyingSteel
Immune to
None

Abilities / Passives

Passive effect

Ball Fetch

If the Pokémon is not holding an item, it will fetch the Poké Ball from the first failed throw of the battle.

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

Rattled

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.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

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.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Volt Switch
Special · Electric PP 20

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Bite
Damage

Used to take knockouts or put enemies into finishing range.

Charge
Damage

Used to take knockouts or put enemies into finishing range.

Charm
Damage

Used to take knockouts or put enemies into finishing range.

Crunch
Damage

Used to take knockouts or put enemies into finishing range.

Dig
Damage

Used to take knockouts or put enemies into finishing range.

Discharge
Damage

Used to take knockouts or put enemies into finishing range.

Electro Ball
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.

Fire Fang
Damage

Used to take knockouts or put enemies into finishing range.

Flame Charge
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 (38 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