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.
Court Change is a Normal-type status move in Pokemon Champions that swaps the statuses on the user's side of the field with those on the opponent's side. It deals no damage, so its worth rests entirely on timing: hazards and other field states change hands rather than disappear. Its entry covers battle category, exact effect text, and learnset access, so the swap can be weighed against specific team plans.
Court Change trades field state rather than dealing damage. As a Normal-type status move, it exchanges the statuses on the user's side of the field with those on the opponent's side, so hazards, screens, and similar effects change hands outright. Reading it as a battle tool means weighing whose field state is worth keeping and what a single swap does to turn timing.
Power
0
Accuracy
100%
Priority
0
Effect rate
—
Swaps the statuses affecting the user's side of the field with the statuses affecting the opponent's side of the field.
Court Change is a Normal status move that swaps the field conditions on the user's side with the opponent's. Its flag profile shows no contact, sound, punch, biting, slicing, bullet, wind, or powder traits, so abilities and effects that key off those markers do not apply. Use these values to understand how Court Change interacts with battle rules without treating each flag as an isolated boolean.
This move does not pick up any of the tracked Pokemon Champions interaction traits above.
Court Change swaps field statuses between the user's side and the opponent's side, and its learner pool is limited to one Pokemon in Pokemon Champions. Seeing that distribution up front frames the move as a defined signature option rather than a widespread tool, so roster evaluation can center on how that single user enables side-swapping play.
Court Change swaps the statuses on each side of the field, which is a narrow job few moves share. This block gathers nearby support options so the differences are easy to see: which moves remove hazards, which ones copy or shift field effects, and which merely treat the symptoms. Use role overlap and battle-function similarity to judge when a comparison move can approximate what Court Change does, and when nothing else covers the same ground.
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.
Field state control often decides long games, and Court Change answers unfavorable hazards or screens directly. Compare its effect profile against other status options, check the Pokemon that learn it, and test whether a swap-based approach strengthens your Pokemon Champions roster before committing to a set.