Mega Emboar

Mega Emboar

FireFighting

HP
185
Atk
168
Def
95
SpA
130
SpD
130
Spe
95
Total803

Usage Format

Mega Emboar Abilities

All Emboar Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
EmboarEmboarFireFighting185143851208585703150
Mega EmboarMega Emboar
FireFighting1851689513013095803180.3

Mega Emboar Type Effectiveness

Weak to

Flying2×Ground2×Water2×Psychic2×

Resistant to

Steel½×Fire½×Grass½×Ice½×Dark½×Bug¼×

Immune to

—

Damaged normally by

Normal1×Fighting1×Poison1×Rock1×Ghost1×Electric1×Dragon1×Fairy1×

Mega Emboar Moves

Usage Move Type Category Target Power Acc PP Prio Description
84.4%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.
59.2%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.
40.2%Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
35.9%Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
31.3%Sucker PunchDarkPhysicalSingle701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
26.9%Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
16%Head SmashRockPhysicalSingle1508080The user takes 1/2 of the damage dealt by this move.
11.9%Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
11.1%Storm ThrowFightingPhysicalSingle60100120Always a critical hit.
9.8%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—ThrashNormalPhysicalRandom120100120The user gains the Rampaging status.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—RoarNormalStatusSingle—∞20-6If there are other Pokemon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokemon at random.
—EmberFireSpecialSingle40100200—
—FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning 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.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Defense CurlNormalStatusSelf—∞200—
—Focus EnergyNormalStatusSelf—∞200The user gains a 2-stage Critical-Hit Ratio Boost.
—SmogPoisonSpecialSingle3070200—
—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.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—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.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Heat WaveFireSpecialAll Foes9590120Has a 10% chance of burning targets.
—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.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—SuperpowerFightingPhysicalSingle12010080Lowers the user’s Attack and Defense stats by 1 stage.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—YawnNormalStatusSingle—∞120Makes the target drowsy. This move never misses.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—EndeavorNormalPhysicalSingle—10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
—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.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Hammer ArmFightingPhysicalSingle10090120Lowers the user’s Speed stat by 1 stage.
—Gyro BallSteelPhysicalSingle—10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
—AssuranceDarkPhysicalSingle60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—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.
—Iron HeadSteelPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Smack DownRockPhysicalSingle50100160If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status.
—Heavy SlamSteelPhysicalSingle—100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Flame ChargeFirePhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—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.
—ScaldWaterSpecialSingle80100160Has a 30% chance of burning the target. Cures the user and target of being frozen.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Heat CrashFirePhysicalSingle—100120The more the user outweighs the target, the greater this move’s power (ranging between 40 and 120). If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—High HorsepowerGroundPhysicalSingle9595120—
—Solar BladeGrassPhysicalSingle125100120The 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.
—Burn UpFireSpecialSingle13010080The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type.
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
—CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.
—Scorching SandsGroundSpecialSingle70100120Has a 30% chance of burning the target. Cures the user and target of being frozen.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Hard PressSteelPhysicalSingle—100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).
—Temper FlareFirePhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.