What it does
Nuzzle is an Electric-type physical move with low base power but a strong chance to inflict Paralysis. Paralysis halves the target's Speed (×0.5) until it switches out, and gives a chance to completely lose its turn each round — though the full-paralysis rate is lower in Champions than you might expect from previous games.
The Speed drop is the part you actually plan around. If the opposing Pokémon outpaces you and would normally go first, paralysis can flip that. Speed 100 becomes Speed 50 — suddenly the middle-speed range on your team gets to go first.
In doubles, Nuzzle only hits one target, so you choose your priority. Ground-types are fully immune to Electric moves, so they're not an option at all.
Who runs it
Dedenne carries it at a 76% rate, which tells you it's close to mandatory on this Pokémon's sets. Speed 101 already outruns most threats, and adding paralysis on top means the speed gap grows even wider for your other team members.
Raichu at 47% uses it as a tempo tool. With Speed 110, it doesn't need paralysis for itself — the value is in making life easier for slower partners by pulling the opponent's speed down.
Emolga fits a supporting role. Flying/Electric typing with decent Speed; Nuzzle is its contribution to slowing down opposing teams rather than dealing big damage.
How to use it
The best moment for Nuzzle is when a threatening Pokémon switches in — especially one that's faster than you. Before it acts, tag it with paralysis, and the Speed cut applies from that point forward.
In doubles, pairing Nuzzle with a Fake Out from a partner is a clean two-for-one: Fake Out locks one target's action, Nuzzle lands paralysis on the other, and you've disrupted both opponents in round one without taking damage.
Don't use it on targets that are already paralyzed, and watch for Ground-types in the opposing pair — they'll just shrug it off entirely.
Tips & strategy
Paralysis full-stop is unreliable in Champions, so don't build a turn around 'they'll be fully paralyzed.' The Speed drop, though, is consistent — once it's there, it's there until they switch, and that's what you're actually using Nuzzle for.
One thing players miss: Nuzzle is a physical move, so your Special Attack stat doesn't help it, and the target's Special Defense doesn't soften it. If your carrier is a special attacker by nature, the damage from Nuzzle will be pretty thin. That's fine — you're not hitting them with it for the damage. You're hitting them to change the speed order for the rest of the game.