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Mega Abomasnow

Mega Abomasnow
GrassIce

Height 2.7 m·Weight 185.0 kg

Base stats

HP
90
Atk
132
Def
105
SpA
132
SpD
105
Spe
30
Total539

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

65 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • Power120Acc.75PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • confusion · target's Attack +2

    PowerAcc.85PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • type changes with the weather · power ×2 in weather

    Power50Acc.100PP12
    Ball & bomb
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • rain for 5 turns

    PowerAcc.PP8
  • 20% chance: confusion

    Power60Acc.100PP20
    Pulse
  • target's Attack −1

    Power50Acc.100PP20
  • seeds the target, drains 1/8 max HP each turn

    PowerAcc.90PP12
  • !

    user's Attack/Sp. Atk +1

    PowerAcc.PP20
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • restores 1/16 of max HP each turn · can't switch out

    PowerAcc.PP20
  • hits 2–5 times

    Power25Acc.100PP20
    Ball & bomb
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • Priority +1 on Grassy Terrain

    Power55Acc.100PP20
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: freeze

    Power90Acc.100PP12
  • 10% chance: freeze · never misses in snow

    Power110Acc.70PP8
    Wind
  • target's Speed −1

    Power55Acc.95PP16
    Wind
  • one-hit KO · lower accuracy for non-Ice users

    PowerAcc.30PP8
  • hits 2–5 times

    Power25Acc.100PP20
  • [Priority -4] damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • [Priority +1]

    Power40Acc.100PP20
  • always a critical hit

    Power60Acc.90PP12
  • user's Speed −1

    Power100Acc.90PP12
    ContactPunch
  • 5 turns · physical & special damage ×1/2 (Singles) ×2/3 (Doubles) · snow only

    PowerAcc.PP20
  • removes terrain

    Power80Acc.100PP16
    Contact
  • snow for 5 turns · Ice types' Defense ×1.5

    PowerAcc.PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • also hits targets underground

    Power100Acc.100PP12
  • target's accuracy −1

    Power20Acc.100PP12
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1

    PowerAcc.PP12
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • more power the more HP the target has (max 100)

    PowerAcc.100PP12
    Contact