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Mega Emboar

Mega Emboar
FireFighting

Height 1.8 m·Weight 180.3 kg

Base stats

HP
110
Atk
148
Def
75
SpA
110
SpD
110
Spe
75
Total573

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Mold Breaker

    The Pokémon's moves are unimpeded by the Ability of the target.

Learnable moves

79 moves
  • 30% chance: paralysis

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

    Power120Acc.100PP12
    Contact
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • Roar

    [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Sound
  • must recharge next turn

    Power150Acc.90PP8
  • user's crit stage +2 (50%)

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

    PowerAcc.PP20
  • Yawn

    target falls asleep at end of next turn

    PowerAcc.Sure-hitPP12
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • 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
  • traps 4–5 turns · loses 1/8 of max HP each turn

    Power35Acc.85PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • 10% chance: burn

    Power95Acc.90PP12
    Wind
  • burn

    PowerAcc.85PP16
  • must recharge next turn

    Power150Acc.90PP8
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • 10% chance: burn · recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • more power the heavier the user is than the target (max 120)

    PowerAcc.100PP12
    ContactStomp
  • user loses its Fire type after use

    Power130Acc.100PP8
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • 30% chance: burn

    Power80Acc.100PP16
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • charges one turn, attacks the next · instant in sun

    Power125Acc.100PP12
    ContactSlicing
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [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 Speed −1

    Power100Acc.90PP12
    ContactPunch
  • user's Defense/Sp. Def −1

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

    Power75Acc.100PP12
    ContactPunch
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • always a critical hit

    Power60Acc.100PP12
    Contact
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's accuracy −1

    Power20Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • Power95Acc.95PP12
    Contact
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • 30% chance: burn

    Power70Acc.100PP12
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

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

    Power100Acc.80PP8
  • recoil 1/2 of damage dealt

    Power150Acc.80PP8
    Contact
  • grounds the target · Ground-type moves can hit it

    Power50Acc.100PP16
  • 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
  • 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
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

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

    Power70Acc.100PP8
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • more power the slower the user is than the target (max 150)

    PowerAcc.100PP8
    ContactBall & bomb
  • !

    30%→20%↓ chance: flinch

    Power80Acc.100PP16
    Contact
  • more power the heavier the user is than the target (max 120)

    PowerAcc.100PP12
    ContactStomp
  • more power the more HP the target has (max 100)

    PowerAcc.100PP12
    Contact