#0319.1
Mega Sharpedo

Mega Sharpedo

Water Dark

Abilities

  • Strong Jaw Boosts the power of the Pokémon's biting moves by 50%.

Stat Points

HP
70
ATK
140
DEF
70
Sp. Atk
110
Sp. Def
65
SPE
105

Weakness and Resistance

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

Learnable Moves (57)

Name Type Category Power PP Description
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 —
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
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.
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.
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.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Destiny Bond status - 8 The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession.
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.
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.
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.
Flip Turn physical 60 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
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.
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.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Liquidation physical 85 12 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poison Fang physical 50 16 Has a 50% chance of badly poisoning 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.
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.
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.
Scald special 80 16 Has a 30% chance of burning the target. Cures the user and target of being frozen.
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.
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.
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.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
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.
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.
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.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.