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Mega Eelektross

Mega Eelektross
Electric

Height 3.0 m·Weight 180.0 kg

Base stats

HP
85
Atk
145
Def
80
SpA
135
SpD
90
Spe
80
Total560

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Eelevate

    immune to Ground-type moves (except under Gravity) · immune to ground hazards · KO: highest stat +1

Learnable moves

75 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • damage equal to 1/2 of the target's remaining HP

    PowerAcc.90PP12
    Contact
  • 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
  • usable only while asleep · uses one of its other moves at random

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

    Power70Acc.100PP20
    Contact
  • !

    50% chance: target's Defense −1

    Power75Acc.95PP12
    ContactSlicing
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: burn

    Power90Acc.100PP16
  • sun for 5 turns

    PowerAcc.PP8
  • 20% chance: flinch

    Power80Acc.100PP16
    Contact
  • rain for 5 turns

    PowerAcc.PP8
  • 30% chance: target's accuracy −1

    Power90Acc.85PP12
  • 20% chance: target's Defense −1

    Power85Acc.100PP12
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

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

    Power110Acc.70PP12
  • paralysis

    Power120Acc.50PP8
    Ball & bomb
  • user's Sp. Def +1

    PowerAcc.PP20
  • 10% chance: paralysis · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • misses: user loses 1/2 max HP

    Power100Acc.95PP16
    ContactStomp
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • user's Attack/Defense −1

    Power120Acc.100PP8
    Contact
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • 50% chance: poison

    Power50Acc.100PP16
    ContactBite
  • nullifies the target's Ability

    PowerAcc.100PP12
  • Coil

    user's Attack/Defense/accuracy +1

    PowerAcc.PP20
  • target's Sp. Def −2

    Power40Acc.100PP20
    Ball & bomb
  • target's Speed −1

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

    Power75Acc.100PP12
    Contact
  • 30% chance: paralysis · turn 1: flies up, evades · turn 2: attacks

    Power85Acc.85PP8
    ContactAirborne
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • breaks the target's screens

    Power85Acc.100PP12
    ContactBite
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • target's Attack −1

    Power80Acc.100PP16
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • confusion

    PowerAcc.100PP12
  • Hex

    power ×2 vs a target with a status condition

    Power65Acc.100PP12
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • !
    Power80Acc.100PP16
    ContactSlicing
  • Power85Acc.100PP12
    Pulse
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • target can't use sound moves for 2 turns

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

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

    Power80Acc.100PP12
  • more power the heavier the user is than the target (max 120)

    PowerAcc.100PP12
    ContactStomp