Meowsticmega
Constraint Pokémon
- height
- 0.6 m
- weight
- 10.1 kg
The defensive instinct of the males is strong. It’s when they’re protecting themselves or their partners that they unleash their full power.
Base stats
Abilities
- Trace
On switch-in, or when it can, this Pokemon copies a random adjacent foe's Ability.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Moves59
100% confuse target that had a stat rise this turn.
User switches, passing stat changes and more.
Raises the user's Sp. Atk and Sp. Def by 1.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Attack by 2.
If the user has no item, it steals the target's.
20% chance to make the target flinch.
Digs underground turn 1, strikes turn 2.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
User on Psychic Terrain: 1.5x power, hits foes.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
Lowers the target's Sp. Def by 2.
User cannot move next turn.
5 turns: no Ground immunities, 1.67x accuracy.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
No foe can use any move known by the user.
30% chance to lower the target's Defense by 1.
For 5 turns, special damage to allies is halved.
For 5 turns, all held items have no effect.
Prevents the target from switching out.
5 turns. Can't status,-Dragon power vs grounded.
Raises the user's Sp. Atk by 2.
Power doubles if the user moves after the target.
10% chance to lower the target's Attack by 1.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
10% chance to lower the target's Sp. Def by 1.
For 2 turns, the target is prevented from healing.
5 turns. Grounded: +Psychic power, priority-safe.
Damages target based on Defense, not Sp. Def.
Protects allies from priority attacks this turn.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
User replaces its Ability with the target's.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
20% chance to lower the target's Sp. Def by 1.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
+ 20 power for each of the user's stat boosts.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
For 5 turns, intense sunlight powers Fire moves.
Hits 2-5 times in one turn.
Paralyzes the target.
10% chance to paralyze the target.
Lowers the target's Attack and Defense by 1.
100% chance to raise the user's Speed by 1.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Next turn, 50% of the user's max HP is restored.
For 5 turns, all Defense and Sp. Def stats switch.
Puts the target to sleep after 1 turn.
20% chance to make the target flinch.