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Mega Absol Z

Mega Absol Z
DarkGhost

Height 1.2 m·Weight 49.0 kg

Base stats

HP
65
Atk
154
Def
60
SpA
75
SpD
60
Spe
151
Total510

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

72 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • 30% chance: paralysis

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

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • user's evasiveness +1

    PowerAcc.PP16
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • !

    crit stage +1 (12.5%)

    Power80Acc.100PP20
    ContactSlicing
  • 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
  • all who hear it faint in 3 turns · switching out cancels

    PowerAcc.PP8
    Sound
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • switches out, passing stat changes on

    PowerAcc.PP20
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power90Acc.100PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • burn

    PowerAcc.85PP16
  • rain for 5 turns

    PowerAcc.PP8
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • 10% chance: freeze

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

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

    Power55Acc.95PP16
    Wind
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • user's Attack/Defense −1

    Power120Acc.100PP8
    Contact
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • 30% chance: paralysis · turn 1: flies up, evades · turn 2: attacks

    Power85Acc.85PP8
    ContactAirborne
  • 30% chance: flinch

    Power75Acc.95PP16
    Slicing
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • hits 2 turns later

    Power120Acc.100PP12
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • crit stage +1 (12.5%)

    Power70Acc.100PP20
    Slicing
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • Power120Acc.85PP12
    Contact
  • Power80Acc.100PP16
    ContactSlicing
  • 30% chance: flinch

    Power75Acc.90PP12
  • sandstorm for 5 turns

    PowerAcc.PP8
    Wind
  • target's Speed −1

    Power60Acc.95PP16
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • confusion

    PowerAcc.100PP12
  • 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
  • !

    crit stage +1 (12.5%)

    Power70Acc.100PP16
    ContactSlicing
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • turn 1: evades · turn 2: attacks · hits through protection

    Power90Acc.100PP12
    Contact
  • Bite

    30% chance: flinch

    Power60Acc.100PP20
    ContactBite
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • [Priority +1] only works if the target is readying an attack

    Power70Acc.100PP8
    Contact
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • crit stage +1 (12.5%)

    Power70Acc.100PP20
    ContactSlicing
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • target's Sp. Atk −1

    Power55Acc.95PP16
    Sound
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • Power60Acc.100PP20
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • 10% chance: target's Attack −1

    Power90Acc.90PP12
    Contact