Pokédex › Mega Hawlucha
Mega Hawlucha — Stats & Moves (Pokémon Champions)
FightingFlying Abilities: Limber
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Mega Hawlucha / Calculate damage with Mega Hawlucha / Calculate damage against Mega Hawlucha
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 153 | 185 | — | |
| Attack | 157 | 189 | 207 | |
| Defense | 120 | 152 | 167 | |
| Sp. Atk | 94 | 126 | 138 | |
| Sp. Def | 113 | 145 | 159 | |
| Speed | 138 | 170 | 187 |
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 | ElectricIceFlyingPsychicFairy |
|---|---|
| resists (1/2) | GrassFightingDark |
| resists (1/4) | Bug |
| immune | Ground |
Learnset (74 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Mega Kick | Normal | Physical | 120 | 75 | 8 | Inflicts regular damage with no additional effect. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Feint | Normal | Physical | 30 | 100 | 12 | Hits through Protect and Detect. |
| Endeavor | Normal | Physical | — | 100 | 8 | Lowers the target’s HP to equal the user’s. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Uproar | Normal | Special | 90 | 100 | 12 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Entrainment | Normal | Status | — | 100 | 16 | Copies the user’s ability onto the target. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Encore | Normal | Status | — | 100 | 8 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| Baton Pass | Normal | Status | — | — | 20 | Allows the trainer to switch out the user and pass effects along to its replacement. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Mean Look | Normal | Status | — | — | 8 | Prevents the target from leaving battle. |
| 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. |
| 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. |
| Fire Punch | Fire | Physical | 75 | 100 | 16 | Has a chance to burn the target. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Thunder Punch | Electric | Physical | 75 | 100 | 16 | Has a chance to paralyze the target. |
| Lunge | Bug | Physical | 80 | 100 | 16 | Lowers the target’s Attack by one stage after inflicting damage. |
| X-Scissor | Bug | Physical | 80 | 100 | 16 | Inflicts regular damage with no additional effect. |
| U-turn | Bug | Physical | 70 | 100 | 20 | User must switch out after attacking. |
| Sky Attack | Flying | Physical | 140 | 90 | 8 | User charges for one turn before attacking. Has a chance to make the target flinch. |
| Brave Bird | Flying | Physical | 120 | 100 | 16 | User receives 1/3 the damage inflicted in recoil. |
| Fly | Flying | Physical | 90 | 95 | 16 | User flies high into the air, dodging all attacks, and hits next turn. |
| 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. |
| Dual Wingbeat | Flying | Physical | 40 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Air Slash | Flying | Special | 75 | 95 | 16 | Has a chance to make the target flinch. |
| Defog | Flying | Status | — | — | 16 | Lowers the target’s evasion by one stage. Removes field effects from the enemy field. |
| Roost | Flying | Status | — | — | 8 | Heals the user by half its max HP. |
| Feather Dance | Flying | Status | — | 100 | 16 | Lowers the target’s Attack by two stages. |
| Stone Edge | Rock | Physical | 100 | 80 | 8 | Has an increased chance for a critical hit. |
| 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. |
| Poison Jab | Poison | Physical | 80 | 100 | 20 | Has a chance to poison the target. |
| Dig | Ground | Physical | 80 | 100 | 12 | User digs underground, dodging all attacks, and hits next turn. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| High Jump Kick | Fighting | Physical | 130 | 90 | 12 | If the user misses, it takes half the damage it would have inflicted in recoil. |
| Close Combat | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Superpower | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Attack and Defense by one stage after inflicting damage. |
| Flying Press | Fighting | Physical | 100 | 95 | 12 | Deals both Fighting and Flying-type damage. |
| Cross Chop | Fighting | Physical | 100 | 80 | 8 | Has an increased chance for a critical hit. |
| Body Press | Fighting | Physical | 80 | 100 | 12 | |
| Drain Punch | Fighting | Physical | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| 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. |
| Reversal | Fighting | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Low Kick | Fighting | Physical | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Focus Blast | Fighting | Special | 120 | 70 | 8 | Has a chance to lower the target’s Special Defense by one stage. |
| Coaching | Fighting | Status | — | — | 12 | Inflicts regular damage with no additional effect. |
| Quick Guard | Fighting | Status | — | — | 16 | Prevents any priority moves from hitting friendly Pokémon this turn. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Detect | Fighting | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Agility | Psychic | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Throat Chop | Dark | Physical | 80 | 100 | 16 | Prevents the target from using sound-based moves for two turns. |
| Assurance | Dark | Physical | 60 | 100 | 12 | Power is doubled if the target has already received damage this turn. |
| Thief | Dark | Physical | 60 | 100 | 20 | Takes the target’s item. |
| Payback | Dark | Physical | 50 | 100 | 12 | Power is doubled if the target has already moved this turn. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |
| Iron Head | Steel | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Steel Wing | Steel | Physical | 70 | 90 | 20 | Has a chance to raise the user’s Defense by one stage. |