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Pancham

In-battle formes

HP:67
Attack:82
Defense:62
Sp. Atk:46
Sp. Def:48
Speed:43
Min (-ve nature, 0 IVs)8
Default10
Max Neutral14
Max Positive15
Max Neutral (+1)21
Max Positive (+1)22
Max Neutral (+2)28
Max Positive (+2)30
Little Cup
Pivot11
Wallbreaker11

Evolutions

Strategies

  • en
Formats:
  • LC
Written by Pancham

Overview

Although Pancham faces a lot of competition from the likes of Mienfoo and Timburr, of which the former has Regenerator and the latter has Guts and access to Mach Punch, it has great bulk, a maximum Attack stat of 18, and is the only user of Parting Shot in the tier, which earn it a slot on teams of many archetypes. Pancham also has three good abilities: Mold Breaker, which allows it to remove items from Sticky Hold Pokemon using Knock Off; Iron Fist, which increases the power of Drain Punch; and Scrappy, which grants Pancham the ability to hit Ghost-types with its STAB moves. With its signature move, Parting Shot, Pancham can function as an extraordinary pivot; however, it can forgo its ability to pivot in order to become a great wallbreaker with Swords Dance.

Pivot

Move 1
  • Parting Shot
    Lowers target's Atk, Sp. Atk by 1. User switches.
    TypeDark
    Accuracy100%
Move 2
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%
  • Zen Headbutt
    20% chance to make the target flinch.
    TypePsychic
    CategoryPhysical
    Power80 BP
    Accuracy90%

Moves

Parting Shot allows Pancham to function as a pivot and provide its teammates opportunities to set up. Drain Punch is the STAB move of choice because it allows Pancham to recover some of its HP and stay alive longer to pivot throughout the battle. Knock Off removes foes' items and provides great utility to Pancham's teammates. Gunk Shot hits Fairy-types very hard, even 2HKOing Spritzee, while Zen Headbutt allows Pancham to KO Poison- and Fighting-types much more easily.

Set Details

180 Attack EVs and an Adamant nature maximize Pancham's Attack. 100 Defense and 212 Special Defense EVs give Pancham Eviolite numbers and good bulk to survive many hits while pivoting, even Focus Sash Abra's Psychic. The 12 Speed EVs give Pancham 11 Speed, allowing it to outspeed Spritzee, Snubbull, and Timburr. Mold Breaker allows Pancham to remove the items of Pokemon that have the ability Sticky Hold with Knock Off, which means Pancham can beat Trubbish without having to use Zen Headbutt. This also means Pancham can bypass Sturdy and KO Pokemon that rely on the SturdyJuice strategy.

Usage Tips

Switch Pancham into Pokemon it can capitalize on, such as Pawniard, Ferroseed, Omanyte, and Tirtouga. KO weaker threats, and dent the switch-ins. Using Parting Shot on a predicted switch grabs momentum and can help a teammate set up. Pancham is slow and it lacks access to priority moves, unlike Croagunk and Timburr, so switching into Pawniard is not always safe, as Pawniard can outspeed and KO Pancham. Pawniard can also come in on a Parting Shot and grab Attack boosts thanks to Defiant.

Team Options

Pokemon that can use Volt Switch or U-turn are great teammates for Pancham; Mienfoo, Chinchou, Fletchling, and Archen are good examples. Sweepers that appreciate Parting Shot and can capitalize on its use, such as Swords Dance Fletchling, Swords Dance Pawniard, Shell Smash Tirtouga, Omanyte, and Shellder, pair well with Pancham. Pokemon that can remove Fairy- or Poison-types can be beneficial, such as Pawniard, Ferroseed, and Foongus for the former, and Abra, Archen, Drilbur, and Diglett for the latter. Gothita can be a useful teammate, as Pancham helps get Gothita in for free due to its low Speed and Parting Shot, and Gothita removes Pokemon Pancham doesn't like, such as Croagunk. Spritzee can use Aromatherapy while Lickitung can use Heal Bell, and both can use Wish in order to keep Pancham healthy throughout the battle.

Wallbreaker

Move 1
Move 2
  • Drain Punch
    User recovers 50% of the damage dealt.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 3
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4
  • Gunk Shot
    30% chance to poison the target.
    TypePoison
    CategoryPhysical
    Power120 BP
    Accuracy80%
  • Zen Headbutt
    20% chance to make the target flinch.
    TypePsychic
    CategoryPhysical
    Power80 BP
    Accuracy90%

Moves

Swords Dance allows Pancham to break through many walls with ease. Drain Punch gives Pancham means of recovery while wallbreaking and is also a great move in general. Knock Off removes items and allows Pancham and its teammates to sweep. Gunk Shot removes common Fairy-type switch-ins from play, and Zen Headbutt KOes common Poison-type switch-ins and opposing Fighting-types.

Set Details

180 EVs and an Adamant nature maximize Pancham's Attack. 12 Speed EVs allows Pancham to hit 11 Speed, which allows it to outspeed Skrelp, Timburr, and Snubbull. 100 Defense and 212 Special Defense EVs allow Pancham to survive a variety of hits, most notably Focus Sash Abra's Psychic and +2 Tirtouga's Waterfall. Mold Breaker allows Pancham to Knock Off the items of Pokemon that have the ability Sticky Hold, allowing Pancham to KO Trubbish without using Zen Headbutt. Pancham also bypasses Sturdy, allowing it to KO Pokemon that rely on the SturdyJuice strategy. Pancham can also run a set with 252 Speed EVs, which allows it to outspeed many walls such as Pumpkaboo and Vullaby. However, doing so reduces its bulk, so keep that in mind.

Usage Tips

Switch Pancham into Pokemon it forces out, such as Pawniard or Tirtouga. After Pancham has successfully switched in, use Knock Off early-game to remove Pancham's checks' items. During the late-game, use Swords Dance on the switches Pancham forces, and then proceed to remove walls to clear the way for your sweeper.

Team Options

Other Pokemon that can use Knock Off, such as Fighting-types and Pawniard, help support Pancham. Pokemon that can pivot into Pancham, such as Mienfoo, Chinchou, and Foongus, are also a big help to get Pancham in freely. Entry hazards help weaken walls that Pancham wants to break through, so entry hazard setters such as Ferroseed, Archen, and Tirtouga help Pancham do its job. Pokemon that deal with Flying-types help; Tirtouga, Chinchou, and Archen are good options to deal with these threats. Gothita can be a useful partner to remove Poison-types, opposing Fighting-types, and items from walls with Trick. Cottonee, Stunky, and Diglett can be useful partners, as they all learn Memento and help Pancham set up easily. Also, Diglett traps Poison-types, while Stunky traps Psychic-types. Again, Pancham appreciates the support of Spritzee and Lickitung; Spritzee has Aromatherapy while Lickitung has Heal Bell, and they both can heal it with Wish. Setup sweepers such as Swords Dance Fletchling, Swords Dance Pawniard, and the Shell Smash users appreciate Pancham's ability to break through a wide array of walls.

Other Options

A Choice Scarf set can be utilized to take full advantage of Parting Shot. It hits 14 Speed without a Jolly nature, allowing Pancham to maintain its wonderful 18 Attack. The remaining EVs should go in Defense and Special Defense, and the moveset should be Parting Shot, Storm Throw / Drain Punch, Knock Off, and Gunk Shot / Zen Headbutt. An all-out attacking set with Drain Punch, Knock Off, Zen Headbutt, and Gunk Shot allows Pancham to surprise both Fairy- and Poison-type switch-ins. A Bulk Up set can be used, but it is outclassed by Timburr, which has the same bulk as Pancham, the ability Guts, and access to priority in Mach Punch. However, because Pancham has a slot to use Gunk Shot, it can remove Fairy-types more easily than Timburr can because Timburr does not have a moveslot for Poison Jab. A Substitute + Focus Punch set could be used, but it is easily taken advantage of, and Pancham would rather act as a pivot with Parting Shot or even use Knock Off on switches it forces than set up a Substitute. Pancham can use a RestTalk set with Circle Throw, Bulk Up, and the ability Scrappy, but the sets listed are much better. Circle Throw can be used on any set if your team is stacking entry hazards in order to rack up damage. Pancham has other STAB options such as Power-Up Punch and Storm Throw, but the former is too weak to take advantage of, and Storm Throw, while being much more powerful than Drain Punch, does not recover Pancham's HP, which hinders its longevity. Superpower is also another STAB option, but it should not be used because it makes taking advantage of Pancham much easier. Pancham has a wide offensive movepool, which includes the elemental punches, Stone Edge, Dual Chop, and Iron Head, but these moves generally provide less coverage than the moves already listed on its main sets.

Checks and Counters

Poison-types: Croagunk, Trubbish, and Koffing can switch into Pancham's STAB moves, but none of them like taking a Zen Headbutt or Knock Off. Koffing can also burn Pancham with Will-O-Wisp.

Fairy-types: Spritzee, Cottonee, and Snubbull resist Pancham's STAB moves, but they must be wary of Gunk Shot and Knock Off. Gunk Shot easily KOes all three of these threats, while Knock Off discourages them from switching in as easily. Cottonee can Encore Pancham into one of its STAB moves or Knock Off and proceed to switch out to let a Pokemon such as Fletchling set up.

Flying-types: Doduo, Fletchling, Archen, and Vullaby can all come in and threaten Pancham with their STAB moves. They all outspeed Pancham as well, so this can limit Pancham's ability to do its job.

Burns: As Pancham is an offensive, physically oriented Pokemon, Will-O-Wisp easily puts a damper on its ability to function properly. Pumpkaboo, Ponyta, and Larvesta are all good status spreaders against Pancham.

Psychic-types: Abra, Gothita, and Slowpoke all have STAB moves that hit Pancham for super effective damage. Gothita is especially notable for having the ability to trap and KO weakened Pancham.

Faster Pokemon: While Pancham is quite bulky, faster Pokemon can wear Pancham down throughout the battle, and, if it is weakened, easily revenge kill it.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
15
Accuracy
100%
PP
20
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Attack and Defense by 1.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
18
Accuracy
85%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
90%
PP
15
Hits 2 times in one turn.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
100%
PP
5
Lowers the target's HP to the user's HP.
 
Power
Accuracy
100%
PP
15
The target's Ability changes to match the user's.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
20
Copies a foe at 1.5x power. User must be faster.
 
Power
Accuracy
100%
PP
20
Lowers target's Atk, Sp. Atk by 1. User switches.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
Accuracy
PP
15
Protects allies from priority attacks this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
85
Accuracy
90%
PP
15
Can hit Pokemon using Bounce, Fly, or Sky Drop.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
60
Accuracy
100%
PP
10
Always results in a critical hit.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
PP
10
This move does not check accuracy. Goes last.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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