Meowstic (Male)

Meowstic (Male)

Rank #116Psychic

HP
149
Atk
68
Def
96
SpA
103
SpD
101
Spe
124
Total641

Usage Format

Meowstic (Male) Abilities

All Meowstic Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
Meowstic (Male)Meowstic (Male)
Psychic14968961031011246418.5
Meowstic (Female)Meowstic (Female)Psychic14968961031011246418.5
Mega Meowstic (Male)Mega Meowstic (Male)Psychic149689616312114474110.1
Mega Meowstic (Female)Mega Meowstic (Female)Psychic149689616312114474110.1

Meowstic (Male) Type Effectiveness

Weak to

Bug2×Ghost2×Dark2×

Resistant to

Fighting½×Psychic½×

Immune to

—

Damaged normally by

Normal1×Flying1×Poison1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×Fairy1×

Meowstic (Male) Moves

Usage Move Type Category Target Power Acc PP Prio Description
41.1%Fake OutNormalPhysicalSingle4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
40.9%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
29.6%Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
23.8%ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
21.3%Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
20.6%Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
19.4%Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
17.6%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.
17.6%Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
17.1%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—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.
—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.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Mean LookNormalStatusSingle—∞80Gives the target the Can’t Escape status.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Baton PassNormalStatusSelf—∞200The 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 TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Role PlayPsychicStatusSingle—∞120Changes the user’s Ability to be the same as the target’s.
—WishNormalStatusSelf—∞80Gives the user’s spot the Wish status.
—YawnNormalStatusSingle—∞120Makes the target drowsy. This move never misses.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Fake TearsDarkStatusSingle—100200Lowers the target’s Sp. Def stat by 2 stages.
—TickleNormalStatusSingle—100200Lowers the target’s Attack and Defense stats by 1 stage.
—CovetNormalPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—Sucker PunchDarkPhysicalSingle701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
—Dark PulseDarkSpecialSingle80100160Has a 20% chance of making the target flinch.
—Energy BallGrassSpecialSingle90100120Has 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.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—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.
—Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—Quick GuardFightingStatusOwn Side—∞16+3The user protects itself and its allies from priority moves for the turn.
—Tail SlapNormalPhysicalSingle2585120The user attacks 2 to 5 times in a row.
—Disarming VoiceFairySpecialAll Foes40∞160—
—Misty TerrainFairyStatusField—∞120Turns the entire field into Misty Terrain for 5 turns.
—Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Alluring VoiceFairySpecialSingle80100120Confuses the target if its stats were boosted during the turn this move is used.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.