Mega Delphox
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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 |
|---|
| 150 | 89 | 92 | 134 | 120 | 124 | 709 | 39 | ||
| 150 | 89 | 92 | 179 | 145 | 154 | 809 | 39 |
Mega Delphox Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Mega Delphox Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 96% | Heat Wave | 95 | 90 | 12 | 0 | Has a 10% chance of burning targets. | ||
| 94.5% | Protect | — | ∞ | 8 | +4 | The 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. | ||
| 72.2% | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 47.3% | Nasty Plot | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| 23.5% | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| 21.3% | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| 13.1% | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| 5.9% | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| 2.7% | Flamethrower | 90 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| 2.7% | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Fire Punch | 75 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Low Kick | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Solar Beam | 120 | 100 | 12 | 0 | The 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 Spin | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Hypnosis | — | 60 | 20 | 0 | Puts the target to sleep. | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Night Shade | — | 100 | 16 | 0 | Deals 50 HP of damage. | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Fire Blast | 110 | 85 | 8 | 0 | Has a 10% chance of burning the target. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Mud-Slap | 20 | 100 | 12 | 0 | Lowers the target’s accuracy by 1 stage. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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. | ||
| — | Charm | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Psych Up | — | ∞ | 12 | 0 | The user copies the target’s stat changes. | ||
| — | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Future Sight | 120 | 100 | 12 | 0 | Gives the target’s spot the Future Attack status. | ||
| — | Will-O-Wisp | — | 85 | 16 | 0 | Burns the target. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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 Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Role Play | — | ∞ | 12 | 0 | Changes the user’s Ability to be the same as the target’s. | ||
| — | Wish | — | ∞ | 12 | 0 | Gives the user’s spot the Wish status. | ||
| — | Skill Swap | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| — | Imprison | — | ∞ | 12 | 0 | The user gains the Sealing Off status. | ||
| — | Hyper Voice | 90 | 100 | 12 | 0 | — | ||
| — | Blast Burn | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Overheat | 130 | 90 | 8 | 0 | Lowers the user’s Sp. Atk stat by 2 stages. | ||
| — | Howl | — | ∞ | 20 | 0 | Boosts the Attack stats of the user and its allies by 1 stage. | ||
| — | Mud Shot | 55 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Copycat | — | ∞ | 20 | 0 | The user mimics the move that was last used. This move fails if no other move has been used yet. | ||
| — | Flare Blitz | 120 | 100 | 16 | 0 | Has 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 Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Switcheroo | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| — | Wonder Room | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Magic Room | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | Flame Charge | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Foul Play | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Power | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Hex | 65 | 100 | 12 | 0 | This move’s power is doubled if the target has a status condition. | ||
| — | Mystical Fire | 75 | 100 | 12 | 0 | Lowers the target’s Sp. Atk stat by 1 stage. | ||
| — | Psychic Terrain | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. | ||
| — | Expanding Force | 80 | 100 | 12 | 0 | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | ||
| — | Burning Jealousy | 70 | 100 | 8 | 0 | Burns targets if their stats were boosted during the turn this move is used. | ||
| — | Scorching Sands | 70 | 100 | 12 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | ||
| — | Psychic Noise | 75 | 100 | 12 | 0 | Gives the target the Healing Prevented status for 2 turns. |