Primary effect
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Block functions as a strategic status move in Pokemon Champions, inflicting the Can't Escape effect on a single target. Examine the mechanics of this non-contact technique to understand how trapping moves influence battle outcomes and team composition. Review technical attributes, category classification, and potential user applications in high-stakes encounters.
Block functions as a specialized utility tool designed to inflict the Can't Escape status on a single target. By removing the ability for an opponent to switch, this Normal-type move forces a locked-in engagement that changes how trainers manage specific threats. Evaluating this status move requires understanding the precise turn requirements and the tactical burden of keeping a chosen target on the field.
Power
0
Accuracy
101%
Priority
0
Effect rate
—
Gives the target the Can't Escape status.
Block functions as a non-contact status move, meaning it remains unaffected by abilities like Iron Barbs or items like Rocky Helmet that trigger upon physical engagement. Recognizing that this move lacks interaction flags such as sound, bullet, or powder traits allows trainers to predict exactly how it circumvents common redirection effects and barriers during competitive play.
This move does not pick up any of the tracked Pokemon Champions interaction traits above.
Examine the full list of Pokemon capable of learning Block to identify specific species that leverage the trap effect in competitive cycles. Reviewing the learner pool helps clarify the distribution patterns and tactical relevance of this status move. Assessing these specific candidates connects individual move mechanics to the broader roster context for improved preparation.
Evaluating moves with the Can't Escape effect requires balancing specific targeting requirements against broader battle utility. These comparisons highlight mechanical analogs that fulfill trap-based roles, helping you identify how Block functions compared to alternative status maneuvers. Use these benchmarks to determine which entrapment tool best serves your current strategic needs.
Primary effect
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Primary effect
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Primary effect
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Primary effect
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Primary effect
Boosts the power of an ally's move by 50% during the turn this move is used.
Refine competitive team strategies by investigating additional status moves and trapping techniques available in Pokemon Champions. Compare move target mechanics and type interactions to optimize battle performance and counter specific opponent strategies effectively.