Pokédex › Mega Meganium
Mega Meganium — Stats & Moves (Pokémon Champions)
GrassFairy Abilities: Overgrow
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Mega Meganium / Calculate damage with Mega Meganium / Calculate damage against Mega Meganium
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 155 | 187 | — | |
| Attack | 112 | 144 | 158 | |
| Defense | 135 | 167 | 183 | |
| Sp. Atk | 163 | 195 | 214 | |
| Sp. Def | 135 | 167 | 183 | |
| Speed | 100 | 132 | 145 |
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)
| 4x weak | Poison |
|---|---|
| 2x weak | FireIceFlyingSteel |
| resists (1/2) | WaterElectricGrassFightingGroundDark |
| immune | Dragon |
Learnset (61 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Double-Edge | Normal | Physical | 120 | 100 | 16 | User receives 1/3 the damage inflicted in recoil. |
| 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. |
| Endeavor | Normal | Physical | — | 100 | 8 | Lowers the target’s HP to equal the user’s. |
| Flail | Normal | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| 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. |
| Sweet Scent | Normal | Status | — | 100 | 20 | Lowers the target’s evasion by one stage. |
| Encore | Normal | Status | — | 100 | 8 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| Safeguard | Normal | Status | — | — | 20 | Protects the user’s field from major status ailments and confusion for five turns. |
| 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. |
| Swords Dance | Normal | Status | — | — | 20 | Raises the user’s Attack by two stages. |
| Solar Blade | Grass | Physical | 125 | 100 | 12 | Requires a turn to charge before attacking. |
| Petal Blizzard | Grass | Physical | 90 | 100 | 16 | Inflicts regular damage. |
| Leaf Blade | Grass | Physical | 90 | 100 | 16 | Has an increased chance for a critical hit. |
| Seed Bomb | Grass | Physical | 80 | 100 | 16 | Inflicts regular damage with no additional effect. |
| Grassy Glide | Grass | Physical | 55 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Trailblaze | Grass | Physical | 50 | 100 | 20 | |
| Bullet Seed | Grass | Physical | 25 | 100 | 20 | Hits 2-5 times in one turn. |
| Frenzy Plant | Grass | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Leaf Storm | Grass | Special | 130 | 90 | 8 | Lowers the user’s Special Attack by two stages after inflicting damage. |
| Petal Dance | Grass | Special | 120 | 100 | 12 | Hits every turn for 2-3 turns, then confuses the user. |
| Solar Beam | Grass | Special | 120 | 100 | 12 | Requires a turn to charge before attacking. |
| Energy Ball | Grass | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Giga Drain | Grass | Special | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Grassy Terrain | Grass | Status | — | — | 12 | For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power. |
| Ingrain | Grass | Status | — | — | 20 | Prevents the user from leaving battle. User regains 1/16 of its max HP every turn. |
| Synthesis | Grass | Status | — | — | 8 | Heals the user by half its max HP. Affected by weather. |
| Leech Seed | Grass | Status | — | 90 | 12 | Seeds the target, stealing HP from it every turn. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Pollen Puff | Bug | Special | 90 | 100 | 16 | Damages opponents, but heals allies for 50% of their max HP. |
| Ancient Power | Rock | Special | 60 | 100 | 8 | Has a chance to raise all of the user’s stats by one stage. |
| Poison Powder | Poison | Status | — | 75 | 20 | Poisons the target. |
| Earthquake | Ground | Physical | 100 | 100 | 12 | Inflicts regular damage and can hit Dig users. |
| Stomping Tantrum | Ground | Physical | 75 | 100 | 12 | Has double power if the user’s last move failed. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Earth Power | Ground | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Mud-Slap | Ground | Special | 20 | 100 | 12 | Has a chance to lower the target’s accuracy by one stage. |
| Body Press | Fighting | Physical | 80 | 100 | 12 | |
| Counter | Fighting | Physical | — | 100 | 20 | Inflicts twice the damage the user received from the last physical hit it took. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Heal Pulse | Psychic | Status | — | — | 12 | Heals the target for half its max HP. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Curse | Ghost | Status | — | — | 12 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
| Outrage | Dragon | Physical | 120 | 100 | 12 | Hits every turn for 2-3 turns, then confuses the user. |
| Dragon Tail | Dragon | Physical | 60 | 90 | 12 | Ends wild battles. Forces trainers to switch Pokémon. |
| Knock Off | Dark | Physical | 65 | 100 | 20 | Target drops its held item. |
| Fake Tears | Dark | Status | — | 100 | 20 | Lowers the target’s Special Defense by two stages. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Dazzling Gleam | Fairy | Special | 80 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Charm | Fairy | Status | — | 100 | 20 | Lowers the target’s Attack by two stages. |