Mega Meowstic (Female)
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HP
149
Atk
68
Def
96
SpA
163
SpD
121
Spe
144
Total741
Usage Format
Mega Meowstic (Female) Abilities
All Meowstic Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 149 | 68 | 96 | 103 | 101 | 124 | 641 | 8.5 | ||
| 149 | 68 | 96 | 103 | 101 | 124 | 641 | 8.5 | ||
| 149 | 68 | 96 | 163 | 121 | 144 | 741 | 10.1 | ||
| 149 | 68 | 96 | 163 | 121 | 144 | 741 | 10.1 |
Mega Meowstic (Female) Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Mega Meowstic (Female) Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 51.9% | Fake Out | 40 | 100 | 12 | +3 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | ||
| 44.5% | Psychic Terrain | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. | ||
| 34.9% | 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. | ||
| 22.4% | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| 21.2% | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| 18.9% | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 18.1% | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| 17.5% | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| 17.3% | Skill Swap | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| 16.1% | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | 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. | ||
| — | 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. | ||
| — | 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. | ||
| — | Baton Pass | — | ∞ | 20 | 0 | The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | 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. | ||
| — | 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. | ||
| — | Yawn | — | ∞ | 12 | 0 | Makes the target drowsy. This move never misses. | ||
| — | Fake Tears | — | 100 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Tickle | — | 100 | 20 | 0 | Lowers the target’s Attack and Defense stats by 1 stage. | ||
| — | Extrasensory | 80 | 100 | 20 | 0 | Has a 10% chance of making the target flinch. | ||
| — | Covet | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Magical Leaf | 60 | ∞ | 20 | 0 | — | ||
| — | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Gravity | — | ∞ | 8 | 0 | Gives the entire field the Gravity status for 5 turns. | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | 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. | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Energy Ball | 90 | 100 | 12 | 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. | ||
| — | Nasty Plot | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Wonder Room | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Magic Room | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | 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. | ||
| — | Tail Slap | 25 | 85 | 12 | 0 | The user attacks 2 to 5 times in a row. | ||
| — | Disarming Voice | 40 | ∞ | 16 | 0 | — | ||
| — | Play Rough | 90 | 90 | 12 | 0 | Has a 10% chance of lowering the target’s Attack stat by 1 stage. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Alluring Voice | 80 | 100 | 12 | 0 | Confuses the target if its stats were boosted during the turn this move is used. | ||
| — | Psychic Noise | 75 | 100 | 12 | 0 | Gives the target the Healing Prevented status for 2 turns. |