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Mega Manectric

Mega Manectric
Electric

Height 1.8 m·Weight 44.0 kg

Base stats

HP
70
Atk
75
Def
80
SpA
135
SpD
80
Spe
135
Total520

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

49 moves
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • Roar

    [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Sound
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • 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
  • infatuation

    PowerAcc.100PP16
  • 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
  • Power90Acc.100PP12
    Sound
  • Howl

    user's & allies' Attack +1

    PowerAcc.PP20
    Sound
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power90Acc.100PP16
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • 10% chance: burn · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • rain for 5 turns

    PowerAcc.PP8
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

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

    Power110Acc.70PP12
  • user's Sp. Def +1

    PowerAcc.PP20
  • 10% chance: paralysis · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • misses: user loses 1/2 max HP

    Power100Acc.95PP16
    ContactStomp
  • 10% chance: freeze · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • user's Speed +2

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

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • breaks the target's screens

    Power85Acc.100PP12
    ContactBite
  • target's Speed −1

    Power50Acc.100PP20
    Contact
  • 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
  • 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
  • swaps held items with the target

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

    Power55Acc.95PP16
    Sound
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact