Competitive Information for Passimian [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Passimian passimian
Base Stats for Passimian

Fighting

Abilities:
DefiantDefiant: This Pokemon's Attack is raised by 2 for each of its stats that is lowered by a foe.
,
ReceiverReceiver: This Pokemon copies the Ability of an ally that faints.


Evolutions / Family:
Passimian

Weakness Chart for Fighting-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
0.5x
  
  
2x
  
  
2x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
2x
0.5x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for PassimianVisit Serebii's Pokedex for location, breeding, and other game details about PassimianVisit Bulbapedia for more information about Passimian

Movesets for Singles


What is a good competitive moveset for Passimian? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Passimian is an interesting Fighting-typed Pokemon. It's pretty standard to see Passimian show up as a Sun/Moon opponent. Passimian is weak to Fairy, Flying, and Psychic-typed attacks.


Species: Passimian
Item: Fightinium Z / Life Orb
Ability: Defiant
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower / Close Combat
- Double-Edge / Return
- Earthquake
- Seed Bomb

Physical Sweeper Passimian (Defiant)

Passimian is a pretty decent Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Passimian from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Passimian's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Defiant, Passimian's attack is raised by 2 for each of its stats that is lowered by a foe.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Passimian's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Passimian's defense and special defense by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Seed Bomb is a physical 80-base power Grass-type move that deals a mighty amount of damage.



Movesets for Doubles


What is a good doubles moveset for Passimian? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Passimian
Item: Fightinium Z / Life Orb
Ability: Defiant
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Superpower / Close Combat
- Earthquake
- Rock Slide
- Double-Edge

Doubles Physical Sweeper Passimian (Defiant)

Passimian is a phenomenal Physical Sweeper. The purpose of this moveset is to take down the opponent's team with brute physical power. Focus Sash helps protect Passimian from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Passimian's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Defiant, Passimian's attack is raised by 2 for each of its stats that is lowered by a foe.

Superpower is a physical STAB-boosted 120-base power Fighting-type move (lowers your Passimian's attack and defense by 1 stage).
Close Combat is a physical STAB-boosted 120-base power Fighting-type move (lowers your Passimian's defense and special defense by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).



Movepool


Wondering what moves can Passimian learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Aerial Ace
60
--
20
This move does not check accuracy.
Beat Up
--
100%
10
All healthy allies aid in damaging the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Close Combat
120
100%
5
Lowers the user's Defense and Sp. Def by 1.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gunk Shot
120
80%
5
30% chance to poison the target.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Payback
50
100%
10
Power doubles if the user moves after the target.
Quick Attack
40
100%
30
Usually goes first.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Seed Bomb
80
100%
15
No additional effect.
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Smack Down
50
100%
15
Removes the target's Ground immunity.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thrash
120
100%
10
Lasts 2-3 turns. Confuses the user afterwards.
U-turn
70
100%
20
User switches out after damaging the target.
Vital Throw
70
--
10
This move does not check accuracy. Goes last.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bestow
--
--
15
User passes its held item to the target.
Block
--
--
5
Prevents the target from switching out.
Bulk Up
--
--
20
Raises the user's Attack and Defense by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Quick Guard
--
--
15
Protects allies from priority attacks this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Passimian can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Passimian

Create a build


Have an idea in mind for Passimian that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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