monball.net
1·0/6
Back to dex

Mega Sceptile

Mega Sceptile
GrassDragon

Height 1.9 m·Weight 55.2 kg

Base stats

HP
70
Atk
110
Def
75
SpA
145
SpD
85
Spe
145
Total575

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Lightning Rod

    immune to Electric-type moves · draws in Electric-type moves · Sp. Atk +1 when hit

Learnable moves

78 moves
  • user's Attack +2

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

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • Roar

    [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Sound
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • user's evasiveness +1

    PowerAcc.PP16
  • !

    crit stage +1 (12.5%)

    Power80Acc.100PP20
    ContactSlicing
  • 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
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • 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
  • must recharge next turn

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

    Power60Acc.100PP16
    Sound
  • HP −1/2 (of max HP) · fails if HP below 1/2 · makes a substitute, then switches out

    PowerAcc.PP12
  • sun for 5 turns

    PowerAcc.PP8
  • seeds the target, drains 1/8 max HP each turn

    PowerAcc.90PP12
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
  • restores 1/2 of max HP

    PowerAcc.PP8
  • hits 2–5 times

    Power25Acc.100PP20
    Ball & bomb
  • must recharge next turn

    Power150Acc.90PP8
  • crit stage +1 (12.5%)

    Power90Acc.100PP16
    ContactSlicing
  • changes the target's Ability to Insomnia

    PowerAcc.100PP12
  • Power80Acc.100PP16
    Ball & bomb
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • user's Sp. Atk −2

    Power130Acc.90PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • Grassy Terrain for 5 turns · grounded Pokémon heal 1/16 of max HP each turn · Grass-type moves boosted

    PowerAcc.PP12
  • charges one turn, attacks the next · instant in sun

    Power125Acc.100PP12
    ContactSlicing
  • Priority +1 on Grassy Terrain

    Power55Acc.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
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [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
  • [Priority +1]

    Power40Acc.100PP20
  • 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
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • 10% chance: poison · crit stage +1 (12.5%)

    Power70Acc.100PP20
    ContactSlicing
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

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

    Power80Acc.100PP12
    Contact
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • target's Speed −1

    Power60Acc.100PP20
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • Power80Acc.100PP16
    ContactSlicing
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • attacks 2-3 turns, then user is confused

    Power120Acc.100PP12
    Contact
  • !
    Power80Acc.100PP16
    ContactSlicing
  • user's Attack/Speed +1

    PowerAcc.PP20
    Dance
  • Power85Acc.100PP12
    Pulse
  • 20% chance: flinch

    Power100Acc.75PP12
    ContactStomp
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • target's Attack −1

    Power60Acc.100PP16
    Contact
  • hits 2–5 times · after use: user's Defense −1 · Speed +1

    Power25Acc.90PP20
  • !

    allies' crit stage +1 · Dragon types +2

    PowerAcc.PP16
    Sound
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • target already damaged this turn: power ×2

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

    PowerAcc.100PP12
  • crit stage +1 (12.5%)

    Power70Acc.100PP20
    ContactSlicing
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • Power60Acc.100PP20
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact