Mega Delphox

Mega Delphox

FirePsychic

HP
150
Atk
89
Def
92
SpA
179
SpD
145
Spe
154
Total809

Usage Format

Mega Delphox Abilities

All Delphox Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
DelphoxDelphoxFirePsychic150899213412012470939
Mega DelphoxMega Delphox
FirePsychic150899217914515480939

Mega Delphox Type Effectiveness

Weak to

Ground2×Rock2×Ghost2×Water2×Dark2×

Resistant to

Fighting½×Steel½×Fire½×Grass½×Psychic½×Ice½×Fairy½×

Immune to

—

Damaged normally by

Normal1×Flying1×Poison1×Bug1×Electric1×Dragon1×

Mega Delphox Moves

Usage Move Type Category Target Power Acc PP Prio Description
90.3%Heat WaveFireSpecialAll Foes9590120Has a 10% chance of burning targets.
88.2%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
55.6%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
48%Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
30.1%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
11.9%Dazzling GleamFairySpecialAll Foes80100120—
11.2%PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
7.7%EncoreNormalStatusSingle—10080Gives the target the Encore status.
7%FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
5.8%Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Solar BeamGrassSpecialSingle120100120The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
—Fire SpinFireSpecialSingle3585160Gives the target the Bound status.
—HypnosisPsychicStatusSingle—60200Puts the target to sleep.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—Double TeamNormalStatusSelf—∞160Boosts the user’s evasiveness by 1 stage.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Future SightPsychicSpecialSingle120100120Gives the target’s spot the Future Attack status.
—Will-O-WispFireStatusSingle—85160Burns the target.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Role PlayPsychicStatusSingle—∞120Changes the user’s Ability to be the same as the target’s.
—WishNormalStatusSelf—∞80Gives the user’s spot the Wish status.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Blast BurnFireSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—OverheatFireSpecialSingle1309080Lowers the user’s Sp. Atk stat by 2 stages.
—HowlNormalStatusAllies—∞200Boosts the Attack stats of the user and its allies by 1 stage.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—CopycatNormalStatusSelf—∞200The user mimics the move that was last used. This move fails if no other move has been used yet.
—Flare BlitzFirePhysicalSingle120100160Has a 10% chance of burning the target. Cures the user of being frozen. The user also takes 1/3 of the damage dealt by this move.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—SwitcherooDarkStatusSingle—100120The user and the target swap their held items.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—Flame ChargeFirePhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—Mystical FireFireSpecialSingle75100120Lowers the target’s Sp. Atk stat by 1 stage.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—Burning JealousyFireSpecialAll Foes7010080Burns targets if their stats were boosted during the turn this move is used.
—Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.