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Mega Hawlucha

Mega Hawlucha
FightingFlying

Height 1.0 m·Weight 25.0 kg

Base stats

HP
78
Atk
137
Def
100
SpA
74
SpD
93
Spe
118
Total545

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • No Guard

    The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.

Learnable moves

74 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • Power120Acc.75PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • 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
  • target can't switch out or flee

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

    PowerAcc.PP12
  • switches out, passing stat changes on

    PowerAcc.PP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • 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
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • target's Ability becomes the user's

    PowerAcc.100PP16
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • more power the heavier the target (max 120)

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

    Power130Acc.90PP12
    ContactAirborne
  • 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
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
    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 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
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • [Priority +3] blocks priority moves aimed at the user's side this turn

    PowerAcc.PP16
  • type effectiveness of both Fighting and Flying

    Power100Acc.95PP12
    ContactAirborneStomp
  • uses the user's Defense for damage

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

    PowerAcc.PP12
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • Dig

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

    Power80Acc.100PP12
    Contact
  • Fly

    turn 1: flies up, evades · turn 2: attacks

    Power90Acc.95PP16
    ContactAirborne
  • 30% chance: flinch · crit stage +1 (12.5%) · charges one turn, attacks the next

    Power140Acc.90PP8
  • target's Attack −2

    PowerAcc.100PP16
    Dance
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • 30% chance: paralysis · turn 1: flies up, evades · turn 2: attacks

    Power85Acc.85PP8
    ContactAirborne
  • restores 1/2 of max HP · loses Flying type this turn

    PowerAcc.PP8
  • 30% chance: flinch

    Power75Acc.95PP16
    Slicing
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • target's evasiveness −1 · clears hazards, screens, and mist on both sides

    PowerAcc.Sure-hitPP16
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • hits 2 times

    Power40Acc.90PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • Power80Acc.100PP16
    ContactSlicing
  • target's Attack −1

    Power80Acc.100PP16
    Contact
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

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

    Power100Acc.80PP8
  • 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
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

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

    PowerAcc.100PP12
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • 10% chance: user's Defense +1

    Power70Acc.90PP20
    Contact
  • !

    30%→20%↓ chance: flinch

    Power80Acc.100PP16
    Contact