What it does
Boomburst is a Normal-type special move with enormous base power and no secondary effects — just a clean, high-damage hit. The catch: in doubles it targets every adjacent Pokémon, which means both opposing Pokémon and your own partner. Spread moves deal 0.75× to each target in doubles, but with Boomburst's extreme power that 0.75× still hits hard.
It's a sound-based move, so it can pierce through substitutes, gets boosted by Punk Rock at 1.3×, and is completely blocked by Soundproof. Normal-type moves can't hit Ghost-types, which means a Ghost-type partner is completely safe from friendly fire — the simplest solution to the self-damage problem.
100% accuracy, no secondary effects. It does one thing: hit everything around it for a lot.
Who runs it
Noivern (11% usage) is the primary user in Champions. Flying/Dragon type, high Speed, solid Special Attack. The high Speed means Boomburst usually goes first, before the opposing side can act. The gameplan is straightforward: come in fast, detonate on both opposing Pokémon, push the game forward.
How to use it
Before clicking Boomburst, confirm your partner can handle the hit. Three options: pair it with a Ghost-type partner (immune to Normal), pair it with something that resists Normal, or accept the chip and make sure the partner has enough HP to survive what follows. You can't spend every turn chipping your own side — Boomburst is a situational 'I need to blast both targets right now' button.
Noivern's standard play is to fire Boomburst before opponents can act, putting both of them under immediate pressure. When there's no friendly-fire concern, click freely; when your partner is low, calculate carefully.
Tips & strategy
Having your partner use Protect on the same turn as Boomburst is the classic friendly-fire mitigation — only the two opposing Pokémon take damage, and your partner safely stalls a turn. It costs Protect, but it gives you a free full Boomburst.
Ghost-type opponents won't take damage from Boomburst at all — Normal doesn't hit Ghost. That means you can't use this move to deal with opposing Ghost-types, so your moveset needs at least one dedicated Ghost-hitting option elsewhere.