#0227.1
Mega Skarmory

Mega Skarmory

Flying Steel

Abilities

  • Stalwart The Pokémon ignores the effects of Abilities and moves that draw in moves.

Stat Points

HP
65
ATK
140
DEF
110
Sp. Atk
40
Sp. Def
100
SPE
110

Weakness and Resistance

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

Learnable Moves (51)

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.
Air Cutter special 60 20 This move has a1-stage Critical-Hit Ratio Boost.
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.
Body Press physical 80 12 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Brave Bird physical 120 16 The user takes 1/3 of the damage dealt by this move.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Drill Peck physical 80 20 —
Drill Run physical 80 12 This move has a 1-stage Critical-Hit Ratio Boost.
Dual Wingbeat physical 40 12 The user attacks twice in a row.
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.
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.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
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.
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.
Hurricane special 110 12 Has a 30% chance of confusing the target. This move never misses in rain and can hit a target that has the Sky-High status.
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.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Head physical 80 16 Has a 20% chance of making the target flinch.
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
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.
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.
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).
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.
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.
Sand Tomb physical 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.
Sandstorm status - 8 Summons a sandstorm for 5 turns.
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.
Spikes status - 20 Gives the opponent's side the Spikes status, where Pokémon that are not Flying-types or have the Levitate ability that switch into battle will take damage equal to 1/8 of their max HP and will increase with each instance up to three times.
Stealth Rock status - 20 Gives the opponent's side the Stealth Rock status, where Pokémon that switch into battle will take damage equal to 1/8 of their max HP. This damage differs depending on the Pokémon's type matchup with the Rock type.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Steel Wing physical 70 20 Has a 10% chance of boosting the user's Defense stat by 1 stage.
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.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Tailwind status - 16 Gives the user's side the Tailwind status, where the Pokémon's Speed stat is doubled, for 4 turns.
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.
Whirlwind 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.
X-Scissor physical 80 16 —