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Mega Gengar

Mega Gengar
GhostPoison

Height 1.4 m·Weight 40.5 kg

Base stats

HP
60
Atk
65
Def
80
SpA
170
SpD
95
Spe
130
Total545

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Shadow Tag

    The Pokémon steps on the opposing Pokémon's shadows to prevent them from fleeing or switching out.

Learnable moves

76 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 faints

    Power200Acc.100PP8
  • 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
  • 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
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • averages HP with the target

    PowerAcc.Sure-hitPP20
  • copies the target's stat changes

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

    Power70Acc.100PP20
    Contact
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • user's type becomes the target's

    PowerAcc.Sure-hitPP16
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • sun for 5 turns

    PowerAcc.PP8
  • burn

    PowerAcc.85PP16
  • rain for 5 turns

    PowerAcc.PP8
  • restores 1/2 of damage dealt

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

    Power90Acc.100PP12
    Ball & bomb
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

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

    Power110Acc.70PP12
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • Haze

    resets every Pokémon's stat changes

    PowerAcc.PP20
  • target's Speed −1

    Power55Acc.95PP16
    Wind
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • restores 1/2 of damage dealt

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

    Power120Acc.70PP8
    Ball & bomb
  • poison · never misses when used by a Poison type

    PowerAcc.90PP12
  • 30% chance: poison

    Power90Acc.100PP12
    Ball & bomb
  • sets poison spikes on the foes' side · poisons Pokémon switching in

    PowerAcc.PP20
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • 30% chance: poison

    Power120Acc.80PP8
  • power ×2 vs poisoned target

    Power65Acc.100PP12
  • 10% chance: poison

    Power95Acc.100PP12
  • target's Sp. Def −2

    Power40Acc.100PP20
    Ball & bomb
  • resets the target's stat changes

    Power50Acc.Sure-hitPP16
  • The user surrounds everything around it with highly acidic gas and melts away items they hold.

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

    Power90Acc.100PP12
  • sleep

    PowerAcc.60PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 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
  • [Priority -7] slower Pokémon move first for 5 turns

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

    PowerAcc.PP12
  • blocks target's healing for 2 turns

    Power75Acc.100PP12
    Sound
  • target's Sp. Atk −1

    Power70Acc.90PP12
    Contact
  • fixed damage equal to the user's level

    PowerAcc.100PP16
  • 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
  • target's last move: −4 PP

    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
  • Power60Acc.Sure-hitPP20
    ContactPunch
  • !

    crit stage +1 (12.5%)

    Power70Acc.100PP16
    ContactSlicing
  • Hex

    power ×2 vs a target with a status condition

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

    Power90Acc.100PP12
    Contact
  • fails if the target holds no item

    Power110Acc.90PP8
  • 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
  • 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
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Sp. Atk +2

    PowerAcc.PP20
  • uses the target's Attack for damage

    Power95Acc.100PP16
    Contact
  • Power80Acc.100PP12