#0160.1
Mega Feraligatr

Mega Feraligatr

Water Dragon

Abilities

  • Dragonize The Pokémon's Normal-type moves become Dragon-type moves and their power is boosted by 20%.

Stat Points

HP
85
ATK
160
DEF
125
Sp. Atk
89
Sp. Def
93
SPE
78

Weakness and Resistance

2x ⦿ Super Effective
Dragon Fairy
1x – Normal
Normal Grass Electric Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dark
0.5x △ Resists
Steel
0.25x ▼ Mostly Ineffective
Fire Water

Learnable Moves (82)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Ancient Power special 60 8 Has a 10% chance of boosting the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage.
Aqua Jet physical 40 20 —
Aqua Tail physical 90 12 —
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.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Blizzard special 110 8 Has a 10% chance of freezing the target.
Block status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
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.
Breaking Swipe physical 60 16 Lowers targets' Attack stats by 1 stage.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense 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.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Dive physical 80 12 The user gains the Submerged status on the turn this move is used, where the Pokémon cannot be hit by most moves and is unaffected by terrain, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Dragon Claw physical 80 16 —
Dragon Dance status - 20 Boosts the user's Attack and Speed stats by 1 stage.
Dragon Pulse special 85 12 —
Dragon Tail physical 60 12 If there are other Pokémon 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 Pokémon at random.
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.
Endeavor physical - 8 Deals 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.
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.
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.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Flatter status - 16 Boosts the target's Sp. Atk statbyl stage and confuses it.
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.
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
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.
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.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hydro Cannon 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.
Hydro Pump special 110 8 —
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 Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
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 Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy 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.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
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.
Roar status - 20 If there are other Pokémon 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 Pokémon at random.
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.
Scale Shot physical 25 20 The user attacks 2 to 5 times in a row. This move lowers the user's Defense stat by 1 stage and boosts its Speed stat by 1 stage.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
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.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
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.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash 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.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Waterfall physical 80 16 Has a 20% chance of making the target flinch.
Whirlpool special 35 16 Gives the target the Bound status, where the Pokémon takes 1/8 damage of its max HP at the end of every turn and it cannot switch out. This move's power is doubled if the target has the Submerged status.