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#0701

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
Total600

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

75 moves
  • Raises own Attack by 2

    Power Acc. PP 20
    Dance
  • Power 120Acc. 75PP 8
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Prevents the target from switching out

    Power Acc. PP 8
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Switches out, passing stat changes to the replacement

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • Rampages 3 turns; no Pokémon can sleep meanwhile

    Power 90Acc. 100PP 12
    Sound
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • Cuts the target's HP to match the user's

    Power Acc. 100PP 8
    Contact
  • [Priority +2] Hits through Protect and Detect

    Power 30Acc. 100PP 12
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Changes the target's ability to match the user's

    Power Acc. 100PP 16
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • 10% chance: burn

    Power 75Acc. 100PP 16
    ContactPunch
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • Sets rain for 5 turns

    Power Acc. PP 8
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • Raises the user's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • 10% chance: paralysis

    Power 75Acc. 100PP 16
    ContactPunch
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • User loses half its max HP if it misses

    Power 130Acc. 90PP 12
    ContactAirborne
  • More power the less HP the user has left (max 200)

    Power Acc. 100PP 16
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Crit stage +1 (12.5% crit chance)

    Power 100Acc. 80PP 8
    Contact
  • [Priority -3] Fails if the user takes damage before attacking

    Power 150Acc. 100PP 20
    ContactPunch
  • Lowers own Attack·Defense by 1

    Power 120Acc. 100PP 8
    Contact
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • Raises own Attack·Defense by 1

    Power Acc. PP 20
  • Lowers own Defense·Sp. Def by 1

    Power 120Acc. 100PP 8
    Contact
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
    ContactPunch
  • 10% chance: Lowers target's Sp. Def by 1

    Power 120Acc. 70PP 8
    Ball & bomb
  • Lowers target's Speed by 1

    Power 65Acc. 100PP 20
    Contact
  • [Priority +3] Protects the team from priority moves this turn

    Power Acc. PP 16
  • Deals Fighting- and Flying-type damage at once

    Power 100Acc. 95PP 12
    ContactAirborneStomp
  • Uses the user's Defense to calculate damage

    Power 80Acc. 100PP 12
    Contact
  • Raises an ally's Attack and Defense by 1

    Power Acc. PP 12
  • [Priority +3] Only works vs priority moves; makes the target flinch

    Power 65Acc. 100PP 16
    Contact
  • 30% chance: poison

    Power 80Acc. 100PP 20
    Contact
  • Dig

    Digs underground turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • Fly

    Flies up turn 1, hits turn 2

    Power 90Acc. 95PP 16
    ContactAirborne
  • 30% chance: flinch · Crit stage +1 (12.5% crit chance)

    Power 140Acc. 90PP 8
  • Lowers target's Attack by 2

    Power Acc. 100PP 16
    Dance
  • Never misses

    Power 60Acc. PP 20
    ContactSlicing
  • 30% chance: paralysis

    Power 85Acc. 85PP 8
    ContactAirborne
  • Restores 50% of max HP

    Power Acc. PP 8
  • 30% chance: flinch

    Power 75Acc. 95PP 16
    Slicing
  • Recoil: 33% of damage dealt

    Power 120Acc. 100PP 16
    Contact
  • Lowers the target's evasion by 1; clears hazards and mist

    Power Acc. PP 16
  • Double power if the user holds no item

    Power 55Acc. 100PP 16
    Contact
  • Hits 2 times

    Power 40Acc. 90PP 12
    Contact
  • Raises own Speed by 2

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • 20% chance: flinch

    Power 80Acc. 90PP 16
    Contact
  • User switches out after attacking

    Power 70Acc. 100PP 20
    Contact
  • Power 80Acc. 100PP 16
    ContactSlicing
  • Lowers target's Attack by 1

    Power 80Acc. 100PP 16
    Contact
  • 30% chance: flinch

    Power 75Acc. 90PP 12
  • Lowers target's Speed by 1

    Power 60Acc. 95PP 16
  • Crit stage +1 (12.5% crit chance)

    Power 100Acc. 80PP 8
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Double power if the target already moved this turn

    Power 50Acc. 100PP 12
    Contact
  • Double power if the target already took damage this turn

    Power 60Acc. 100PP 12
    Contact
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • Raises own Attack·accuracy by 1

    Power Acc. PP 16
  • The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns.

    Power 80Acc. 100PP 16
    Contact
  • 10% chance: Raises own Defense by 1

    Power 70Acc. 90PP 20
    Contact
  • !

    30%→20%↓ chance: flinch

    Power 80Acc. 100PP 16
    Contact