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Mega Blastoise

Mega Ability

Mega Launcher

This Pokemon's pulse moves have their power multiplied by 1.5. Heal Pulse restores 3/4 of a target's maximum HP, rounded half down.

Before Mega: Torrent / Rain Dish

BST 630
SeasonM-6
Format
Battle data is recorded for BlastoiseMega Blastoise has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 630
HP
79
Atk
103
Def
120
SpA
135
SpD
115
Spe
78

Type defenses

Type defenses

Mega Blastoise takes damage from each attacking type below.

Weak to
Electric2xGrass2x
Resists
Fire1/2xWater1/2xIce1/2xSteel1/2x
Immune to
None
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1x1/2x1/2x2x2x1/2x1x1x1x1x1x1x1x1x1x1x1/2x1x
Normal1x
Fire1/2x
Water1/2x
Electric2x
Grass2x
Ice1/2x
Fighting1x
Poison1x
Ground1x
Flying1x
Psychic1x
Bug1x
Rock1x
Ghost1x
Dragon1x
Dark1x
Steel1/2x
Fairy1x

Forms / Mega

Available forms

Base vs Mega

Mega BlastoiseType unchangedAbility: Torrent -> Mega LauncherHP +0 / Atk +20 / Def +20 / SpA +50 / SpD +10 / Spe +0

Battle Data

Common choices

Moves

Move usage
10
  1. 1WaterWater Spout85.1%
  2. 2DarkDark Pulse61.2%
  3. 3NormalProtect61%
  4. 4NormalShell Smash54.6%

Held Items

Item usage
10
  1. 1Blastoisinite90.4%
  2. 2White Herb2.1%
  3. 3Mystic Water1.5%
  4. 4Leftovers1.2%

Nature

Set usage
10
  1. 1ModestSp. Atk↑Attack↓70.1%
  2. 2QuietSp. Atk↑Speed↓20.5%
  3. 3TimidSpeed↑Attack↓5.1%

Abilities

Set usage
2
  1. 1Rain Dish65.7%
  2. 2Torrent34.3%

Stat Points

Set usage
30
  1. 1HP32Atk0Def2SpA32SpD0Spe017.4%
  2. 2HP2Atk0Def0SpA32SpD0Spe3217.1%
  3. 3HP32Atk0Def0SpA32SpD2Spe05.6%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Aqua Jet4010020No additional effect.
Aqua Ring--20The user has 1/16 of its maximum HP, rounded down, restored at the end of each turn while it remains active. If Big Root is held by the user, the HP recovered is 1.3× normal, rounded half down. If the user uses Baton Pass, the replacement will receive the healing effect.
Aqua Tail909010No additional effect.
Aura Sphere80-20This move does not check accuracy.
Avalanche6010010Power doubles if the user was hit by the target this turn.
Bite6010020Has a 30% chance to make the target flinch.
Blizzard110705Has a 10% chance to freeze the target. If the weather is Snow, this move does not check accuracy.
Body Press8010010Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. Other effects that modify the Attack stat are used as normal.
Body Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Brick Break7510015If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Bulldoze6010020Has a 100% chance to lower the target's Speed by 1 stage.
Chilling Water5010020Has a 100% chance to lower the target's Attack by 1 stage.
Crunch8010015Has a 20% chance to lower the target's Defense by 1 stage.
Dark Pulse8010015Has a 20% chance to make the target flinch.
Dig8010010This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Dive8010010This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Surf and Whirlpool but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn.
Double-Edge12010015If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Dragon Pulse8510010No additional effect.
Earthquake10010010Damage doubles if the target is using Dig.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Fake Out4010010Has a 100% chance to make the target flinch. Fails unless it is the user's first turn on the field.
Flail-10015The power of this move is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP × 48 / user's maximum HP), rounded down.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Fling-10010The power of this move is based on the user's held item. The held item is lost and it activates for the target if applicable. If there is no target or the target avoids this move by protecting itself, the user's held item is still lost. The user can regain a thrown item with Recycle or the Harvest Ability. Fails if the user has no held item, if the held item cannot be thrown, if the user is under the effect of Embargo or Magic Room, or if the user has the Klutz Ability.
Flip Turn6010020If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members, or if the target switched out using an Eject Button or through the effect of the Emergency Exit or Wimp Out Abilities.
Focus Blast120705Has a 10% chance to lower the target's Special Defense by 1 stage.
Focus Punch15010020The user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Gyro Ball-1005Power is equal to (25 * target's current Speed / user's current Speed) + 1, rounded down, but not more than 150. If the user's current Speed is 0, this move's power is 1.
Haze--20Resets the stat stages of all active Pokemon to 0.
Helping Hand--20The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move.
Hydro Cannon150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Hydro Pump110805No additional effect.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Ice Beam9010010Has a 10% chance to freeze the target.
Ice Punch7510015Has a 10% chance to freeze the target.
Ice Spinner8010015Ends the effects of Electric Terrain, Grassy Terrain, Misty Terrain, and Psychic Terrain.
Icy Wind559515Has a 100% chance to lower the target's Speed by 1 stage.
Iron Defense--15Raises the user's Defense by 2 stages.
Iron Head8010015Has a 30% chance to make the target flinch.
Iron Tail1007515Has a 30% chance to lower the target's Defense by 1 stage.
Life Dew--10Each Pokemon on the user's side restores 1/4 of its maximum HP, rounded half up.
Liquidation8510010Has a 20% chance to lower the target's Defense by 1 stage.
Mega Kick120755No additional effect.
Mirror Coat-10020Deals damage to the last opposing Pokemon to hit the user with a special attack this turn equal to twice the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals 1 HP of damage instead. If that opposing Pokemon's position is no longer in use and there is another opposing Pokemon on the field, the damage is done to it instead. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by an opposing Pokemon's special attack this turn.
Mud Shot559515Has a 100% chance to lower the target's Speed by 1 stage.
Muddy Water908510Has a 30% chance to lower the target's accuracy by 1 stage.
Outrage12010010The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Rapid Spin5010020If this move is successful and the user has not fainted, the effects of Leech Seed and binding moves end for the user, and all hazards are removed from the user's side of the field. Has a 100% chance to raise the user's Speed by 1 stage.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Roar--20The target is forced to switch out and be replaced with a random unfainted ally. Fails if the target is the last unfainted Pokemon in its party, or if the target used Ingrain previously or has the Suction Cups Ability.
Rock Slide759010Has a 30% chance to make the target flinch.
Rock Tomb609515Has a 100% chance to lower the target's Speed by 1 stage.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Scary Face-10010Lowers the target's Speed by 2 stages.
Shell Smash--15Lowers the user's Defense and Special Defense by 1 stage. Raises the user's Attack, Special Attack, and Speed by 2 stages.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Smack Down5010015This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If this move hits a target under the effect of Bounce, Fly, Magnet Rise, or Telekinesis, the effect ends. If the target is a Flying type that has not used Roost this turn or a Pokemon with the Levitate Ability, it loses its immunity to Ground-type attacks and the Arena Trap Ability as long as it remains active. During the effect, Magnet Rise fails for the target and Telekinesis fails against the target.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Surf9010015Damage doubles if the target is using Dive.
Terrain Pulse5010010Power doubles if the user is grounded and a terrain is active, and this move's type changes to match. Electric type during Electric Terrain, Grass type during Grassy Terrain, Fairy type during Misty Terrain, and Psychic type during Psychic Terrain.
Water Pulse6010020Has a 20% chance to confuse the target.
Water Spout1501005Power is equal to (user's current HP × 150 / user's maximum HP), rounded down, but not less than 1.
Waterfall8010015Has a 20% chance to make the target flinch.
Wave Crash12010010If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Weather Ball5010010Power doubles if a weather condition other than Strong Winds is active, and this move's type changes to match. Ice type during Snow, Water type during Heavy Rain or Rain, Rock type during Sandstorm, and Fire type during Intense Sun or Sun. If the user is holding Utility Umbrella and uses Weather Ball during Heavy Rain, Rain, Intense Sun, or Sun, this move remains Normal type and does not double in power.
Whirlpool358515Prevents the target from switching for four or five turns (seven turns if the user is holding Grip Claw). Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Mortal Spin, Rapid Spin, or Substitute successfully. This effect is not stackable or reset by using this or another binding move.
Yawn--10Causes the target to fall asleep at the end of the next turn. Fails when used if the target cannot fall asleep or if it already has a non-volatile status condition. At the end of the next turn, if the target is still active, does not have a non-volatile status condition, and can fall asleep, it falls asleep. If the target becomes affected, this effect cannot be prevented by Safeguard or a substitute, or by falling asleep and waking up during the effect.
Zen Headbutt809015Has a 20% chance to make the target flinch.
Pokémon Champions — Regulation Set M-C
What’s NewSEASON UPDATE / M-C

New Season - Battle Ready