Mega Swampert

Mega Swampert

WaterGround

HP
175
Atk
170
Def
130
SpA
115
SpD
130
Spe
90
Total810

Usage Format

Mega Swampert Abilities

All Swampert Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
SwampertSwampertWaterGround1751301101051108071081.9
Mega SwampertMega Swampert
WaterGround17517013011513090810102

Mega Swampert Type Effectiveness

Weak to

Grass4×

Resistant to

Poison½×Rock½×Steel½×Fire½×

Immune to

Electric0×

Damaged normally by

Normal1×Fighting1×Flying1×Ground1×Bug1×Ghost1×Water1×Psychic1×Ice1×Dragon1×Dark1×Fairy1×

Mega Swampert Moves

Usage Move Type Category Target Power Acc PP Prio Description
87.1%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.
84.4%Wave CrashWaterPhysicalSingle120100120The user takes 1/3 of the damage dealt by this move.
80.4%Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
66.1%EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
31.2%High HorsepowerGroundPhysicalSingle9595120—
7.6%LiquidationWaterPhysicalSingle85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
5.9%Flip TurnWaterPhysicalSingle60100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
5.4%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
4.9%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
3.3%WaterfallWaterPhysicalSingle80100160Has a 20% chance of making the target flinch.
—Mega KickNormalPhysicalSingle1207580—
—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.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—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.
—Hydro PumpWaterSpecialSingle1108080—
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—Ice BeamIceSpecialSingle90100120Has a 10% chance of freezing the target.
—BlizzardIceSpecialAll Foes1107080Has a 10% chance of freezing targets. This move never misses in snow.
—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).
—CounterFightingPhysicalVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—ScreechNormalStatusSingle—85200Lowers the target’s Defense stat by 2 stages.
—SludgePoisonSpecialSingle65100200—
—AmnesiaPsychicStatusSelf—∞200Boosts the user’s Sp. Def stat by 2 stages.
—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.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Sludge BombPoisonSpecialSingle90100120Has a 30% chance of poisoning the target.
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—Icy WindIceSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—OutrageDragonPhysicalRandom120100120The user gains the Rampaging status.
—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.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Mirror CoatPsychicSpecialVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used.
—Ancient PowerRockSpecialSingle6010080Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
—WhirlpoolWaterSpecialSingle3585160Gives the target the Bound status. This move’s power is doubled if the target has the Submerged status.
—UproarNormalSpecialRandom90100120The user gains the Uproar status.
—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.
—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.
—DiveWaterPhysicalSingle80100120The user gains the Submerged status on the turn this move is used, then attacks on the following turn.
—Hydro CannonWaterSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Weather BallNormalSpecialSingle50100120When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Sand TombGroundPhysicalSingle3585160Gives the target the Bound status.
—Muddy WaterWaterSpecialAll Foes9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Water PulseWaterSpecialSingle60100200Has a 20% chance of confusing the target.
—Hammer ArmFightingPhysicalSingle10090120Lowers the user’s Speed stat by 1 stage.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Aqua RingWaterStatusSelf—∞200The user gains the Aqua Ring status.
—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.
—Earth PowerGroundSpecialSingle90100120Has 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.
—AvalancheIcePhysicalSingle6010012-4This move’s power is doubled if the target has already dealt damage to the user with a move in the same turn.
—Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Stealth RockRockStatusFoe Side—∞200Gives the opponent’s side the Stealth Rock status.
—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.
—Sludge WavePoisonSpecialAll95100120Has a 10% chance of poisoning targets.
—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.
—Water PledgeWaterSpecialSingle80100120—
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—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.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.
—Hard PressSteelPhysicalSingle—100120The more HP the target has left, the greater this move’s power (ranging between 1 and 100).