Mega Emboar
![]()
![]()
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 |
|---|
| 185 | 143 | 85 | 120 | 85 | 85 | 703 | 150 | ||
| 185 | 168 | 95 | 130 | 130 | 95 | 803 | 180.3 |
Mega Emboar Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Mega Emboar Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 81.2% | 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. | ||
| 64.5% | 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. | ||
| 37.4% | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 36.1% | Close Combat | 120 | 100 | 8 | 0 | Lowers the user’s Defense and Sp. Def stats by 1 stage. | ||
| 34.6% | Sucker Punch | 70 | 100 | 8 | +1 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | ||
| 24.9% | Wild Charge | 90 | 100 | 16 | 0 | The user takes 1/4 of the damage dealt by this move. | ||
| 13% | Rock Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 11.5% | Storm Throw | 60 | 100 | 12 | 0 | Always a critical hit. | ||
| 10.8% | Head Smash | 150 | 80 | 8 | 0 | The user takes 1/2 of the damage dealt by this move. | ||
| 10.6% | Bulk Up | — | ∞ | 20 | 0 | Boosts the user’s Attack and Defense stats by 1 stage. | ||
| — | 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. | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has 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. | ||
| — | Thrash | 120 | 100 | 12 | 0 | The user gains the Rampaging status. | ||
| — | Double-Edge | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| — | Roar | — | ∞ | 20 | -6 | If 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. | ||
| — | Ember | 40 | 100 | 20 | 0 | — | ||
| — | Flamethrower | 90 | 100 | 16 | 0 | Has a 10% chance of burning 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. | ||
| — | Earthquake | 100 | 100 | 12 | 0 | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Defense Curl | — | ∞ | 20 | 0 | — | ||
| — | Focus Energy | — | ∞ | 20 | 0 | The user gains a 2-stage Critical-Hit Ratio Boost. | ||
| — | Smog | 30 | 70 | 20 | 0 | — | ||
| — | 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. | ||
| — | 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. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Curse | — | ∞ | 12 | 0 | The user loses 1/2 of its max HP to give the target the Cursed status. | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Scary Face | — | 100 | 12 | 0 | Lowers the target’s Speed stat by 2 stages. | ||
| — | 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. | ||
| — | 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. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Heat Wave | 95 | 90 | 12 | 0 | Has a 10% chance of burning targets. | ||
| — | 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. | ||
| — | Focus Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Superpower | 120 | 100 | 8 | 0 | Lowers the user’s Attack and Defense stats by 1 stage. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Yawn | — | ∞ | 12 | 0 | Makes the target drowsy. This move never misses. | ||
| — | Knock Off | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| — | Endeavor | — | 100 | 8 | 0 | Deals 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 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. | ||
| — | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Hammer Arm | 100 | 90 | 12 | 0 | Lowers the user’s Speed stat by 1 stage. | ||
| — | Gyro Ball | — | 100 | 8 | 0 | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). | ||
| — | Assurance | 60 | 100 | 12 | 0 | This move’s power is doubled if the target has already taken damage during the turn this move is used. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Poison Jab | 80 | 100 | 20 | 0 | Has a 30% chance of poisoning the target. | ||
| — | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | 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. | ||
| — | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Stone Edge | 100 | 80 | 8 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Smack Down | 50 | 100 | 16 | 0 | If the target is off the ground, it gains the Landed status. This move can hit a target that has the Sky-High status. | ||
| — | Heavy Slam | — | 100 | 12 | 0 | The 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 Charge | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Low Sweep | 65 | 100 | 20 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | 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. | ||
| — | Scald | 80 | 100 | 16 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | ||
| — | Bulldoze | 60 | 100 | 20 | 0 | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | ||
| — | Heat Crash | — | 100 | 12 | 0 | The 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 Horsepower | 95 | 95 | 12 | 0 | — | ||
| — | Solar Blade | 125 | 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. | ||
| — | Burn Up | 130 | 100 | 8 | 0 | The user loses the Fire type. Cures the user of being frozen. This move fails unless it is used by a Fire type. | ||
| — | Stomping Tantrum | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. | ||
| — | Body Press | 80 | 100 | 12 | 0 | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. | ||
| — | Coaching | — | ∞ | 12 | 0 | Boosts allies’ Attack and Defense stats by 1 stage. | ||
| — | Scorching Sands | 70 | 100 | 12 | 0 | Has a 30% chance of burning the target. Cures the user and target of being frozen. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Hard Press | — | 100 | 12 | 0 | The more HP the target has left, the greater this move’s power (ranging between 1 and 100). | ||
| — | Temper Flare | 75 | 100 | 12 | 0 | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |