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Mega Feraligatr

Mega Feraligatr
WaterDragon

Height 2.3 m·Weight 108.8 kg

Base stats

HP
85
Atk
160
Def
125
SpA
89
SpD
93
Spe
78
Total575

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Dragonize

    Normal-type moves → Dragon-type · power ×1.2

Learnable moves

83 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • Power120Acc.75PP8
    Contact
  • 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
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • !

    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
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [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
  • attacks 3 turns · no one can sleep meanwhile

    Power90Acc.100PP12
    Sound
  • poisoned/paralyzed/burned: power ×2

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

    PowerAcc.PP20
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • Power110Acc.80PP8
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • 20% chance: flinch

    Power80Acc.100PP16
    Contact
  • rain for 5 turns

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

    Power35Acc.85PP16
  • Dive

    turn 1: dives underwater, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • 30% chance: target's accuracy −1

    Power90Acc.85PP12
  • 20% chance: confusion

    Power60Acc.100PP20
    Pulse
  • Power90Acc.90PP12
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power85Acc.100PP12
    Contact
  • user switches out after attacking

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

    Power50Acc.100PP20
  • 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
  • [Priority -4] damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • 10% chance: freeze · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • [Priority -5] returns 2× physical damage taken · fails if not hit physically

    PowerAcc.100PP20
    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
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • 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

    Power55Acc.95PP16
  • target's Speed −1

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

    Power75Acc.100PP12
    Contact
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • breaks the target's screens

    Power85Acc.100PP12
    ContactBite
  • 30% chance: flinch

    Power75Acc.90PP12
  • 10% chance: user's Attack/Defense/Sp. Atk/Sp. Def/Speed +1

    Power60Acc.100PP8
  • 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
  • target's last move: −4 PP

    PowerAcc.100PP12
  • !

    crit stage +1 (12.5%)

    Power70Acc.100PP16
    ContactSlicing
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • !
    Power80Acc.100PP16
    ContactSlicing
  • user's Attack/Speed +1

    PowerAcc.PP20
    Dance
  • Power85Acc.100PP12
    Pulse
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • target's Attack −1

    Power60Acc.100PP16
    Contact
  • hits 2–5 times · after use: user's Defense −1 · Speed +1

    Power25Acc.90PP20
  • Bite

    30% chance: flinch

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

    Power60Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • confusion · target's Sp. Atk +1

    PowerAcc.100PP16
  • target's Sp. Def −2

    PowerAcc.100PP20
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • target's Sp. Atk −1

    Power55Acc.95PP16
    Sound
  • Power60Acc.100PP20
    Contact
  • stats lowered this turn: power ×2

    Power75Acc.100PP8
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact