Pokédex › Mega Greninja
Mega Greninja — Stats & Moves (Pokémon Champions)
WaterDark Abilities: Torrent
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Mega Greninja / Calculate damage with Mega Greninja / Calculate damage against Mega Greninja
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 147 | 179 | — | |
| Attack | 145 | 177 | 194 | |
| Defense | 97 | 129 | 141 | |
| Sp. Atk | 153 | 185 | 203 | |
| Sp. Def | 101 | 133 | 146 | |
| Speed | 162 | 194 | 213 |
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 weak | ElectricGrassFightingBugFairy |
|---|---|
| resists (1/2) | FireWaterIceGhostDarkSteel |
| immune | Psychic |
Learnset (64 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Quick Attack | Normal | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Weather Ball | Normal | Special | 50 | 100 | 12 | If there be weather, this move has doubled power and the weather’s type. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Double Team | Normal | Status | — | — | 16 | Raises the user’s evasion by one stage. |
| Swords Dance | Normal | Status | — | — | 20 | Raises the user’s Attack by two stages. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Liquidation | Water | Physical | 85 | 100 | 12 | Has a chance to lower the target’s Defense by one stage. |
| Dive | Water | Physical | 80 | 100 | 12 | User dives underwater, dodging all attacks, and hits next turn. |
| Waterfall | Water | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Flip Turn | Water | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Hydro Cannon | Water | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Hydro Pump | Water | Special | 110 | 80 | 8 | Inflicts regular damage with no additional effect. |
| Surf | Water | Special | 90 | 100 | 16 | Inflicts regular damage and can hit Dive users. |
| Water Pulse | Water | Special | 60 | 100 | 20 | Has a chance to confuse the target. |
| Chilling Water | Water | Special | 50 | 100 | 20 | |
| Water Shuriken | Water | Special | 15 | 100 | 20 | Hits 2–5 times. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Skitter Smack | Bug | Physical | 70 | 90 | 12 | Inflicts regular damage with no additional effect. |
| U-turn | Bug | Physical | 70 | 100 | 20 | User must switch out after attacking. |
| Bounce | Flying | Physical | 85 | 85 | 8 | User bounces high into the air, dodging all attacks, and hits next turn. |
| Aerial Ace | Flying | Physical | 60 | — | 20 | Never misses. |
| Acrobatics | Flying | Physical | 55 | 100 | 16 | Has double power if the user has no held item. |
| Rock Slide | Rock | Physical | 75 | 90 | 12 | Has a chance to make the target flinch. |
| Rock Tomb | Rock | Physical | 60 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Smack Down | Rock | Physical | 50 | 100 | 16 | Removes any immunity to Ground damage. |
| Gunk Shot | Poison | Physical | 120 | 80 | 8 | Has a chance to poison the target. |
| Sludge Wave | Poison | Special | 95 | 100 | 12 | Has a chance to poison the target. |
| Toxic Spikes | Poison | Status | — | — | 20 | Scatters poisoned spikes, poisoning opposing Pokémon that switch in. |
| Dig | Ground | Physical | 80 | 100 | 12 | User digs underground, dodging all attacks, and hits next turn. |
| Mud Shot | Ground | Special | 55 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Mud-Slap | Ground | Special | 20 | 100 | 12 | Has a chance to lower the target’s accuracy by one stage. |
| Spikes | Ground | Status | — | — | 20 | Scatters Spikes, hurting opposing Pokémon that switch in. |
| Ice Punch | Ice | Physical | 75 | 100 | 16 | Has a chance to freeze the target. |
| Blizzard | Ice | Special | 110 | 70 | 8 | Has a chance to freeze the target. |
| Ice Beam | Ice | Special | 90 | 100 | 12 | Has a chance to freeze the target. |
| Icy Wind | Ice | Special | 55 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Snowscape | Ice | Status | — | — | 8 | |
| Haze | Ice | Status | — | — | 20 | Resets all Pokémon’s stats, accuracy, and evasion. |
| Brick Break | Fighting | Physical | 75 | 100 | 16 | Destroys Reflect and Light Screen. |
| Upper Hand | Fighting | Physical | 65 | 100 | 16 | |
| Low Sweep | Fighting | Physical | 65 | 100 | 20 | Lowers the target’s Speed by one stage. |
| Counter | Fighting | Physical | — | 100 | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| Low Kick | Fighting | Physical | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Extrasensory | Psychic | Special | 80 | 100 | 20 | Has a chance to make the target flinch. |
| Role Play | Psychic | Status | — | — | 12 | Copies the target’s ability. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Shadow Sneak | Ghost | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Night Slash | Dark | Physical | 70 | 100 | 20 | Has an increased chance for a critical hit. |
| Brutal Swing | Dark | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Thief | Dark | Physical | 60 | 100 | 20 | Takes the target’s item. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Dark Pulse | Dark | Special | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Switcheroo | Dark | Status | — | 100 | 12 | User and target swap items. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |