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Mega Gardevoir

Mega Gardevoir
PsychicFairy

Height 1.6 m·Weight 48.4 kg

Base stats

HP
68
Atk
85
Def
65
SpA
165
SpD
135
Spe
100
Total563

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Pixilate

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

Learnable moves

80 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • disables the target's last move · for 4 turns

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
  • user's evasiveness +1

    PowerAcc.PP16
  • 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
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

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

    PowerAcc.85PP16
  • target can't switch out or flee

    PowerAcc.Sure-hitPP8
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • prevents status conditions on the user's side for 5 turns

    PowerAcc.PP20
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • poisoned/paralyzed/burned: power ×2

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

    PowerAcc.PP20
  • Wish

    end of next turn: restores 1/2 of max HP · also heals a replacement

    PowerAcc.PP8
  • Power90Acc.100PP12
    Sound
  • 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
  • sun for 5 turns

    PowerAcc.PP8
  • burn

    PowerAcc.85PP16
  • target's Sp. Atk −1

    Power75Acc.100PP12
  • rain for 5 turns

    PowerAcc.PP8
  • restores 1/4 of max HP

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

    Power90Acc.100PP12
    Ball & bomb
  • 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
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • target's Speed −1

    Power55Acc.95PP16
    Wind
  • hits 3 times · power +20 per hit

    Power20Acc.90PP12
    Contact
  • Power80Acc.Sure-hitPP20
    Ball & bombPulse
  • [Priority +1]

    Power40Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • sleep

    PowerAcc.60PP20
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • hits 2 turns later

    Power120Acc.100PP12
  • swaps held items with the target

    PowerAcc.100PP12
  • swaps Abilities with the target

    PowerAcc.Sure-hitPP12
  • foes can't use moves the user knows

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

    PowerAcc.PP20
  • Gravity for 5 turns · grounds all Pokémon · accuracy boosted

    PowerAcc.PP8
  • user faints · its replacement is fully healed

    PowerAcc.PP12
  • swaps Attack/Sp. Atk stat changes with the target

    PowerAcc.Sure-hitPP12
  • swaps Defense/Sp. Def stat changes with the target

    PowerAcc.Sure-hitPP12
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • [Priority -7] slower Pokémon move first for 5 turns

    PowerAcc.PP8
  • everyone's Defense and Sp. Def swapped for 5 turns

    PowerAcc.PP12
  • hits the target's Defense

    Power80Acc.100PP12
  • held items have no effect for 5 turns

    PowerAcc.PP12
  • power +20 per stat boost on the user

    Power20Acc.100PP12
  • restores 1/2 of max HP · heals the target

    PowerAcc.Sure-hitPP12
    Pulse
  • Psychic Terrain for 5 turns · grounded Pokémon immune to priority moves · Psychic-type moves boosted

    PowerAcc.PP12
  • on Psychic Terrain: power ×1.5 · hits all opponents

    Power80Acc.100PP12
  • blocks target's healing for 2 turns

    Power75Acc.100PP12
    Sound
  • fixed damage equal to the user's level

    PowerAcc.100PP16
  • confusion

    PowerAcc.100PP12
  • if the user faints this turn, the attacker faints too

    PowerAcc.PP8
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • target's Attack/Sp. Atk −2

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

    PowerAcc.100PP12
  • target's Attack −2

    PowerAcc.100PP20
  • restores 3/4 of damage dealt

    Power50Acc.100PP12
    Contact
  • Misty Terrain for 5 turns · grounded Pokémon immune to status · Dragon-type move damage ×1/2

    PowerAcc.PP12
  • !

    30%→10%↓ chance: target's Sp. Atk −1

    Power95Acc.100PP16
  • Power80Acc.100PP12
  • user faints · power ×1.5 on Misty Terrain

    Power100Acc.100PP8
  • confusion · only if target's stats rose this turn

    Power80Acc.100PP12
    Sound