Mega Skarmory
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HP
140
Atk
160
Def
130
SpA
60
SpD
120
Spe
130
Total740
Usage Format
Mega Skarmory Abilities
All Skarmory Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 140 | 100 | 160 | 60 | 90 | 90 | 640 | 50.5 | ||
| 140 | 160 | 130 | 60 | 120 | 130 | 740 | 40.4 |
Mega Skarmory Type Effectiveness
Weak to
Resistant to
Immune to
Damaged normally by
Mega Skarmory Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 82.6% | Iron Head | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| 74.7% | Brave Bird | 120 | 100 | 16 | 0 | The user takes 1/3 of the damage dealt by this move. | ||
| 57.7% | 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. | ||
| 38.7% | Tailwind | — | ∞ | 16 | 0 | Gives the user’s side the Tailwind status for 4 turns. | ||
| 20.8% | Swords Dance | — | ∞ | 20 | 0 | Boosts the user’s Attack stat by 2 stages. | ||
| 17.7% | 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. | ||
| 15.7% | Rock Slide | 75 | 90 | 12 | 0 | Has a 30% chance of making targets flinch. | ||
| 14.9% | Roost | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. If the user is a Flying type, it will lose the Flying type for the turn. | ||
| 11.9% | Drill Run | 80 | 95 | 12 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| 10.2% | Rock Tomb | 60 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Whirlwind | — | ∞ | 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. | ||
| — | Fly | 90 | 95 | 16 | 0 | The user gains the Sky-High status on the turn this move is used, then attacks on the following turn. | ||
| — | 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. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Drill Peck | 80 | 100 | 20 | 0 | — | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Sky Attack | 140 | 90 | 8 | 0 | The user gains the Charging status on the turn this move is used, then attacks on the following turn. This move has a 30% chance of making the target flinch, and it has a 1-stage Critical-Hit Ratio Boost. | ||
| — | 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. | ||
| — | 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. | ||
| — | 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). | ||
| — | Spikes | — | ∞ | 20 | 0 | Gives the opponent’s side the Spikes status. | ||
| — | Icy Wind | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Sandstorm | — | ∞ | 8 | 0 | Summons a sandstorm for 5 turns. | ||
| — | 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. | ||
| — | Steel Wing | 70 | 90 | 20 | 0 | Has a 10% chance of boosting the user’s Defense stat by 1 stage. | ||
| — | 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. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | 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. | ||
| — | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Air Cutter | 60 | 95 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Metal Sound | — | 85 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Sand Tomb | 35 | 85 | 16 | 0 | Gives the target the Bound status. | ||
| — | Aerial Ace | 60 | ∞ | 20 | 0 | This move never misses. | ||
| — | Iron Defense | — | ∞ | 16 | 0 | Boosts the user’s Defense stat by 2 stages. | ||
| — | Feint | 30 | 100 | 12 | +2 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | ||
| — | Payback | 50 | 100 | 12 | 0 | This move’s power is doubled if the user attacks after the target. | ||
| — | 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. | ||
| — | Dark Pulse | 80 | 100 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Night Slash | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Air Slash | 75 | 95 | 16 | 0 | Has a 30% chance of making the target flinch. | ||
| — | X-Scissor | 80 | 100 | 16 | 0 | — | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Flash Cannon | 80 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| — | Stealth Rock | — | ∞ | 20 | 0 | Gives the opponent’s side the Stealth Rock status. | ||
| — | 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. | ||
| — | Hurricane | 110 | 70 | 12 | 0 | Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status. | ||
| — | Steel Beam | 140 | 95 | 8 | 0 | After attacking, the user takes damage equal to 1/2 of its max HP. | ||
| — | Dual Wingbeat | 40 | 90 | 12 | 0 | The user attacks twice in a row. |