Mega Meganium
Height 2.4 m·Weight 201.0 kg
Type defenses
Abilities
its moves act as if in sun regardless of weather
Learnable moves
user's Attack +2
Power—Acc.—PP20Dance30% chance: paralysis
Power85Acc.100PP16ContactStomprecoil 1/3 of damage dealt
Power120Acc.100PP16Contactmust recharge next turn
Power150Acc.90PP8HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute
Power—Acc.—PP1230% chance: flinch
Power50Acc.100PP16Soundmore power the less HP the user has (max 200)
Power—Acc.100PP16Contact[Priority +4] blocks moves this turn · 1/3 success if used in succession
Power—Acc.—PP8[Priority +4] survives this turn with 1 HP · 1/3 success in succession
Power—Acc.—PP12usable only while asleep · uses one of its other moves at random
Power—Acc.—PP12prevents status conditions on the user's side for 5 turns
Power—Acc.—PP20target repeats its last move for 3 turns
Power—Acc.100PP8target's evasiveness −2
Power—Acc.100PP20poisoned/paralyzed/burned: power ×2
Power70Acc.100PP20Contact[Priority +5] ally's move this turn: power ×1.5
Power—Acc.—PP20cuts the target's HP down to the user's HP
Power—Acc.100PP8Contacttype changes with the weather · power ×2 in weather
Power50Acc.100PP12Ball & bombmust recharge next turn
Power150Acc.90PP8Contactused right after another Round this turn: power ×2
Power60Acc.100PP16Soundsun for 5 turns
Power—Acc.—PP8seeds the target, drains 1/8 max HP each turn
Power—Acc.90PP12charges one turn, fires the next · instant in sun
Power120Acc.100PP12attacks 2-3 turns, then user is confused
Power120Acc.100PP12ContactDancerestores 1/2 of damage dealt
Power75Acc.100PP12restores 1/2 of max HP
Power—Acc.—PP8restores 1/16 of max HP each turn · can't switch out
Power—Acc.—PP20hits 2–5 times
Power25Acc.100PP20Ball & bombmust recharge next turn
Power150Acc.90PP8crit stage +1 (12.5%)
Power90Acc.100PP16ContactSlicing- Power80Acc.100PP16Ball & bomb
10% chance: target's Sp. Def −1
Power90Acc.100PP12Ball & bombuser's Sp. Atk −2
Power130Acc.90PP8more power the heavier the target (max 120)
Power—Acc.100PP20Contact- Power90Acc.100PP16Wind
Grassy Terrain for 5 turns · grounded Pokémon heal 1/16 of max HP each turn · Grass-type moves boosted
Power—Acc.—PP12charges one turn, attacks the next · instant in sun
Power125Acc.100PP12ContactSlicingPriority +1 on Grassy Terrain
Power55Acc.100PP20Contactuser's Speed +1
Power50Acc.100PP20Contact[Priority -5] returns 2× physical damage taken · fails if not hit physically
Power—Acc.100PP20Contactuses the user's Defense for damage
Power80Acc.100PP12Contactpoison
Power—Acc.75PP20Powderalso hits targets underground
Power100Acc.100PP12target's accuracy −1
Power20Acc.100PP1210% chance: target's Sp. Def −1
Power90Acc.100PP12target's Speed −1
Power60Acc.100PP20last move failed: power ×2
Power75Acc.100PP12Contact5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)
Power—Acc.—PP205 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)
Power—Acc.—PP20sleeps 2 turns · fully restores HP and status
Power—Acc.—PP820% chance: flinch
Power80Acc.90PP16Contactrestores 1/2 of max HP · heals the target
Power—Acc.Sure-hitPP12Pulseon an ally: heals 1/2 of max HP instead
Power90Acc.100PP16Ball & bomb10% chance: user's Attack/Defense/Sp. Atk/Sp. Def/Speed +1
Power60Acc.100PP8Ghost type: pays 1/2 max HP to make the target lose 1/4 max HP each turn · others: Speed −1, Attack/Defense +1
Power—Acc.—PP12attacks 2-3 turns, then user is confused
Power120Acc.100PP12Contact[Priority -6] forces the target to switch out
Power60Acc.90PP12Contactremoves the target's item · power ×1.5 if it holds one
Power65Acc.100PP20Contacttarget's Sp. Def −2
Power—Acc.100PP2030% chance: target's Defense −1
Power100Acc.75PP16Contacttarget's Attack −2
Power—Acc.100PP20- Power80Acc.100PP12