Champions Stats & Counters
Pokédex › Mega Blastoise

Mega Blastoise — Stats & Moves (Pokémon Champions)

Water Abilities: Mega Launcher

Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Mega Blastoise / Calculate damage with Mega Blastoise / Calculate damage against Mega Blastoise

Base stats and actual values (Lv50)

StatBase0 pts32 pts32 pts, +nature
HP
79
154186
Attack
103
123155170
Defense
120
140172189
Sp. Atk
135
155187205
Sp. Def
115
135167183
Speed
78
98130143

Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).

Type matchups (defense)

2x weakElectricGrass
resists (1/2)FireWaterIceSteel

Learnset (73 moves)

MoveTypeCat.PowerAcc.PPEffect
Giga ImpactNormalPhysical150908User foregoes its next turn to recharge.
Double-EdgeNormalPhysical12010016User receives 1/3 the damage inflicted in recoil.
Mega KickNormalPhysical120758Inflicts regular damage with no additional effect.
Body SlamNormalPhysical8510016Has a chance to paralyze the target.
FacadeNormalPhysical7010020Power doubles if user is burned, paralyzed, or poisoned.
Rapid SpinNormalPhysical5010020Frees the user from binding moves, removes Leech Seed, and blows away Spikes.
Fake OutNormalPhysical4010012Can only be used as the first move after the user enters battle. Causes the target to flinch.
FlailNormalPhysical10016Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Hyper BeamNormalSpecial150908User foregoes its next turn to recharge.
RoundNormalSpecial6010016Has double power if it’s used more than once per turn.
Terrain PulseNormalSpecial5010012Inflicts regular damage with no additional effect.
Weather BallNormalSpecial5010012If there be weather, this move has doubled power and the weather’s type.
SnoreNormalSpecial5010016Has a chance to make the target flinch. Only works if the user is sleeping.
Shell SmashNormalStatus16Raises user’s Attack, Special Attack, and Speed by two stages. Lower user’s Defense and Special Defense by one stage.
YawnNormalStatus12Target sleeps at the end of the next turn.
Helping HandNormalStatus20Ally’s next move inflicts half more damage.
Sleep TalkNormalStatus12Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
EndureNormalStatus12Prevents the user’s HP from lowering below 1 this turn.
Scary FaceNormalStatus10012Lowers the target’s Speed by two stages.
ProtectNormalStatus8Prevents any moves from hitting the user this turn.
SubstituteNormalStatus12Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
RoarNormalStatus20Immediately ends wild battles. Forces trainers to switch Pokémon.
Wave CrashWaterPhysical12010012
Aqua TailWaterPhysical909012Inflicts regular damage with no additional effect.
LiquidationWaterPhysical8510012Has a chance to lower the target’s Defense by one stage.
DiveWaterPhysical8010012User dives underwater, dodging all attacks, and hits next turn.
WaterfallWaterPhysical8010016Has a chance to make the target flinch.
Flip TurnWaterPhysical6010020Inflicts regular damage with no additional effect.
Aqua JetWaterPhysical4010020Inflicts regular damage with no additional effect.
Water SpoutWaterSpecial1501008Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
Hydro CannonWaterSpecial150908User foregoes its next turn to recharge.
Hydro PumpWaterSpecial110808Inflicts regular damage with no additional effect.
Muddy WaterWaterSpecial908512Has a chance to lower the target’s accuracy by one stage.
SurfWaterSpecial9010016Inflicts regular damage and can hit Dive users.
Water PulseWaterSpecial6010020Has a chance to confuse the target.
Chilling WaterWaterSpecial5010020
WhirlpoolWaterSpecial358516Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
Life DewWaterStatus12
Aqua RingWaterStatus20Restores 1/16 of the user’s max HP each turn.
Rain DanceWaterStatus8Changes the weather to rain for five turns.
Rock SlideRockPhysical759012Has a chance to make the target flinch.
Rock TombRockPhysical609516Has a chance to lower the target’s Speed by one stage.
Smack DownRockPhysical5010016Removes any immunity to Ground damage.
EarthquakeGroundPhysical10010012Inflicts regular damage and can hit Dig users.
DigGroundPhysical8010012User digs underground, dodging all attacks, and hits next turn.
BulldozeGroundPhysical6010020Has a chance to lower the target’s Speed by one stage.
Mud ShotGroundSpecial559516Has a chance to lower the target’s Speed by one stage.
Ice SpinnerIcePhysical8010016
Ice PunchIcePhysical7510016Has a chance to freeze the target.
AvalancheIcePhysical6010012Inflicts double damage if the user takes damage before attacking this turn.
BlizzardIceSpecial110708Has a chance to freeze the target.
Ice BeamIceSpecial9010012Has a chance to freeze the target.
Icy WindIceSpecial559516Has a chance to lower the target’s Speed by one stage.
HazeIceStatus20Resets all Pokémon’s stats, accuracy, and evasion.
Focus PunchFightingPhysical15010020If the user takes damage before attacking, the attack is canceled.
Body PressFightingPhysical8010012
Brick BreakFightingPhysical7510016Destroys Reflect and Light Screen.
Focus BlastFightingSpecial120708Has a chance to lower the target’s Special Defense by one stage.
Aura SphereFightingSpecial8020Never misses.
Zen HeadbuttPsychicPhysical809016Has a chance to make the target flinch.
Mirror CoatPsychicSpecial10020Inflicts twice the damage the user received from the last special hit it took.
RestPsychicStatus8User sleeps for two turns, completely healing itself.
OutrageDragonPhysical12010012Hits every turn for 2-3 turns, then confuses the user.
Dragon PulseDragonSpecial8510012Inflicts regular damage with no additional effect.
CrunchDarkPhysical8010016Has a chance to lower the target’s Defense by one stage.
BiteDarkPhysical6010020Has a chance to make the target flinch.
FlingDarkPhysical10012Throws held item at the target; power depends on the item.
Dark PulseDarkSpecial8010016Has a chance to make the target flinch.
Iron TailSteelPhysical1007516Has a chance to lower the target’s Defense by one stage.
Iron HeadSteelPhysical8010016Has a chance to make the target flinch.
Gyro BallSteelPhysical1008Power raises when the user has lower Speed, up to a maximum of 150.
Flash CannonSteelSpecial8010012Has a chance to lower the target’s Special Defense by one stage.
Iron DefenseSteelStatus16Raises the user’s Defense by two stages.