Mega Scovillain

Mega Scovillain

GrassFire

HP
140
Atk
158
Def
105
SpA
158
SpD
105
Spe
95
Total761

Usage Format

Mega Scovillain Abilities

All Scovillain Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
ScovillainScovillainGrassFire14012885128859566115
Mega ScovillainMega Scovillain
GrassFire1401581051581059576122

Mega Scovillain Type Effectiveness

Weak to

FlyingPoisonRock

Resistant to

Steel½×Electric½×Fairy½×Grass¼×

Immune to

Damaged normally by

NormalFightingGroundBugGhostFireWaterPsychicIceDragonDark

Mega Scovillain Moves

Usage Move Type Category Power Acc PP Prio Description
94.2%Rage PowderBugStatus20+2The user redirects opponents’ moves toward itself. This effect works only on single-target moves.
92.7%ProtectNormalStatus8+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.
60.8%Giga DrainGrassSpecial75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
58%OverheatFireSpecial1309080Lowers the user’s Sp. Atk stat by 2 stages.
42.5%Leech SeedGrassStatus90120Gives the target the Leech Seeded status.
30.6%FlamethrowerFireSpecial90100160Has a 10% chance of burning the target.
3.1%Burning JealousyFireSpecial7010080Burns targets if their stats were boosted during the turn this move is used.
2.1%Leaf StormGrassSpecial1309080Lowers the user’s Sp. Atk stat by 2 stages.
1.8%Spicy ExtractGrassStatus160Lowers the target’s Defense stat by 2 stages and boosts its Attack stat by 2 stages.
1.7%Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
BiteDarkPhysical60100200Has a 30% chance of making the target flinch.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
GrowthGrassStatus200Boosts the user’s Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Solar BeamGrassSpecial120100120The 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 SpinFireSpecial3585160Gives the target the Bound status.
Fire BlastFireSpecial1108580Has a 10% chance of burning the target.
RestPsychicStatus80Fully 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.
Super FangNormalPhysical90120Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
Scary FaceNormalStatus100120Lowers the target’s Speed stat by 2 stages.
SandstormRockStatus80Summons a sandstorm for 5 turns.
EndureNormalStatus12+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.
SwaggerNormalStatus85160Boosts the target’s Attack stat by 2 stages and confuses it.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
CrunchDarkPhysical80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
Will-O-WispFireStatus85160Burns the target.
FacadeNormalPhysical70100200This 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 HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
IngrainGrassStatus200The user gains the Ingrained status.
EndeavorNormalPhysical10080Deals 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.
Bullet SeedGrassPhysical25100200The user attacks 2 to 5 times in a row.
Worry SeedGrassStatus100120Changes the target’s Ability to Insomnia.
Flare BlitzFirePhysical120100160Has 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.
Seed BombGrassPhysical80100160
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Thunder FangElectricPhysical6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Fire FangFirePhysical6595160Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Double HitNormalPhysical3590120The user attacks twice in a row.
Grassy TerrainGrassStatus120Turns the entire field into Grassy Terrain for 5 turns.
Stomping TantrumGroundPhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Grassy GlideGrassPhysical55100200If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Lash OutDarkPhysical7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Temper FlareFirePhysical75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.