#0460.1
Mega Abomasnow

Mega Abomasnow

Grass Ice

Abilities

  • Snow Warning Summons snow for 5 turns when the Pokémon enters a battle.

Stat Points

HP
90
ATK
132
DEF
105
Sp. Atk
132
Sp. Def
105
SPE
30

Weakness and Resistance

4x ★ Extremely Effective
Fire
2x ⦿ Super Effective
Fighting Poison Flying Bug Rock Steel
1x – Normal
Normal Ice Psychic Ghost Dragon Dark Fairy
0.5x △ Resists
Water Grass Electric Ground

Learnable Moves (65)

Name Type Category Power PP Description
Aurora Veil status - 20 Gives the user's side the Aurora Veil status for 5 turns, where damage from physical and special moves are reduced by 1/2 in Singles or 1/3 in Doubles. This move can be used only in snow.
Avalanche physical 60 12 This move's power is doubled if the target has already dealt damage to the user with a move in the same turn.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Body Slam physical 85 16 Has 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.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Earth Power special 90 12 Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endure status - 12 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.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Facade physical 70 20 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.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Frost Breath special 60 12 Always a critical hit.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Grassy Glide physical 55 20 If the user is under the effect of Grassy Terrain, this move’s priority becomes +1.
Growth status - 20 Boosts the user's Attack and Sp. Atk stats by 1 stage. In harsh sunlight, these stats will be boosted by 2 stages instead.
Hard Press physical - 12 The more HP the target has left, the greater this move's power (ranging between 1 and 100).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Beam special 90 12 Has a 10% chance of freezing the target.
Ice Hammer physical 100 12 Lowers the user's Speed stat by 1 stage.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Ice Shard physical 40 20 —
Ice Spinner physical 80 16 Removes any terrain.
Icicle Spear physical 25 20 The user attacks 2 to 5 times in a row.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Ingrain status - 20 The user gains the Ingrained status, where the Pokémon has 1/16 of its max HP restored at the end of every turn and becomes grounded and cannot be switched out of battle.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Leaf Storm special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Leech Seed status - 12 Gives the target the Leech Seeded status, where Pokémon takes damage equal to 1/16 of its max HP at the end of every turn. Whichever Pokémon is in the spot of the Pokémon that caused the status has its HP restored by the same amount.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Mega Kick physical 120 8 —
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Outrage physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Protect status - 8 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.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 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.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon 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.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Seed Bomb physical 80 16 —
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Sheer Cold special - 8 Knocks out the target. This move does not affect Ice types. The accuracy of this move is fixed at 30%. If used by Pokémon other than Ice types, the accuracy of this move is 20%.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Snowscape status - 8 Summons snow for 5 turns.
Solar Beam special 120 12 The user gains the Charging status, where the Pokémon spends 1 turn charging before using a move, on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Substitute status - 12 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.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Weather Ball special 50 12 When 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.
Wood Hammer physical 120 16 The user takes 1/3 of the damage dealt by this move.