#0701.1
Mega Hawlucha

Mega Hawlucha

Fighting Flying

Abilities

  • No Guard The accuracy of moves used both by and against the Pokémon becomes 100%.

Stat Points

HP
78
ATK
137
DEF
100
Sp. Atk
74
Sp. Def
93
SPE
118

Weakness and Resistance

2x ⦿ Super Effective
Electric Ice Flying Psychic Fairy
1x – Normal
Normal Fire Water Poison Rock Ghost Dragon Steel
0.5x △ Resists
Grass Fighting Dark
0.25x ▼ Mostly Ineffective
Bug
0x × Immune
Ground

Learnable Moves (74)

Name Type Category Power PP Description
Acrobatics physical 55 16 This move's power is doubled if the user isn't holding an item.
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Air Slash special 75 16 Has a 30% chance of making the target flinch.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
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.
Bounce physical 85 8 The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn. This move has a 30% chance of paralyzing the target.
Brave Bird physical 120 16 The user takes 1/3 of the damage dealt by this move.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Cross Chop physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Defog status - 16 Lowers the target's evasiveness by 1 stage. Removes statuses such as Reflect, Spikes, and Safeguard, as well as any terrain.
Detect 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.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Dual Wingbeat physical 40 12 The user attacks twice in a row.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
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.
Entrainment status - 16 Changes the target's Ability to be the same as the user's.
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.
Feather Dance status - 16 Lowers the target's Attack stat by 2 stages.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
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.
Fly physical 90 16 The user gains the Sky-High status on the turn this move is used, where the Pokémon cannot be hit my most moves and is unaffected by terrain, then attacks on the following turn.
Flying Press physical 100 12 The damage dealt by this move is calculated by combining the effectiveness of the move's own type with that of the Flying type. If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
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.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Jump Kick physical 130 12 If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
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.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Lunge physical 80 16 Lowers the target's Attack stat by 1 stage.
Mean Look status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Mega Kick physical 120 8 —
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
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.
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
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.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
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.
Roost status - 8 Restores 1/2 of the user's max HP. If the user is a Flying type, it will lose the Flying type for the turn.
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.
Sky Attack physical 140 8 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. This move has a 30% chance of making the target flinch, and it 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.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Steel Wing physical 70 20 Has a 10% chance of boosting the user's Defense stat by 1 stage.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
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.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
U-turn physical 70 20 After attacking, the user switchesout of battle to be replaced by another party Pokémon.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
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.
X-Scissor physical 80 16 —
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.