Rotom’s Poké dex
#380 Mega Latias ~ Latiasite
1.8 m
(5'11") —
52.0 kg
(114.6 lbs.)
Eon Pokémon
Ability #1
• Levitate - By floating in the air, the Pokémon receives full
immunity to all Ground-type moves.
Your browser does not support the audio element.
#380 Mega Latias
• Evolution
#380 Mega Latias
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
1
½
1
1
1
1
2
2
1
½
½
½
½
½
2
2
2
2
This table ignores the ability.
#380 Mega Latias
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
< Mega Latias >
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
80
100
120
140
150
110
Level 50
140-187
94-167
112-189
130-211
139-222
103-178
Level 100
270-364
184-328
220-372
256-416
274-438
202-350
Tot. Base Stats : 700
Effort values (3 )
0
0
0
0
3
0
Experience : 315
#380 Mega Latias
• Pokédex Entries
X It communicates using telepathy. Its body is
covered in down that refracts light to make
it invisible.
Y It can telepathically communicate with people. It
changes its appearance using its down that
refracts light.
Omega Ruby Latias is highly sensitive to the emotions of people. If it senses
any hostility, this Pokémon ruffles the feathers all over its body
and cries shrilly to intimidate the foe.
Alpha Sapphire Latias is highly intelligent and capable of understanding
human speech. It is covered with a glass-like down.
The Pokémon enfolds its body with its down and refracts
light to alter its appearance.
#380 Mega Latias
• Egg Groups
#380 Mega Latias
• Moves, Learnset of Mega Latias
By leveling up
X and Y
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Dragon
85
100%
10
0
The target is attacked with a shock wave generated
by the user’s gaping mouth.
Psychic
--
--
10
0
The user employs its psychic power to average its
Defense and Sp. Def stats with those of the target.
Normal
--
--
15
0
The user reflects the target’s type, making it the
same type as the target.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Fairy
--
100%
20
0
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Dragon
60
100%
20
0
The user exhales a mighty gust that inflicts damage.
This may also leave the target with paralysis.
Water
--
--
15
0
The user soaks the battlefield with water. This
weakens Fire-type moves for five turns.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Psychic
70
100%
5
0
A mist-like flurry of down envelops and damages the
target. This may also lower the target’s Sp. Atk stat.
Psychic
80
90%
15
0
The user focuses its willpower to its head and
attacks the target. This may also make the
target flinch.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Psychic
--
100%
10
0
Using its psychic power of suggestion, the user
transfers its status conditions to the target.
Fairy
--
100%
20
0
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Normal
--
--
15
0
The user reflects the target’s type, making it the
same type as the target.
Psychic
--
--
10
0
The user employs its psychic power to average its
Defense and Sp. Def stats with those of the target.
Dragon
85
100%
10
0
The target is attacked with a shock wave generated
by the user’s gaping mouth.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By tutoring
X and Y
Move
Power
Accuracy
PP
Priority
Dragon
130
90%
5
0
Comets are summoned down from the sky onto the
target. The attack’s recoil harshly lowers the user’s
Sp. Atk stat.
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Dark
--
--
15
0
The user sharpens its claws to boost its Attack stat
and accuracy.
Dragon
80
100%
15
0
The user slashes the target with huge sharp claws.
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Ghost
70
100%
15
0
The user slashes with a sharp claw made from
shadows. Critical hits land more easily.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
Water
90
100%
15
0
The user attacks everything around it by swamping
its surroundings with a giant wave.
Water
80
100%
15
0
The user charges at the target and may make
it flinch.
By leveling up
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Water
--
--
15
0
The user soaks the battlefield with water. This
weakens Fire-type moves for five turns.
Fairy
--
100%
20
0
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Dragon
60
100%
20
0
The user exhales a mighty gust that inflicts damage.
This may also leave the target with paralysis.
Psychic
70
100%
5
0
A mist-like flurry of down envelops and damages the
target. This may also lower the target’s Sp. Atk stat.
Psychic
--
100%
10
0
Using its psychic power of suggestion, the user
transfers its status conditions to the target.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
15
0
The user reflects the target’s type, making it the
same type as the target.
Psychic
80
90%
15
0
The user focuses its willpower to its head and
attacks the target. This may also make the
target flinch.
Psychic
--
--
10
0
The user employs its psychic power to average its
Defense and Sp. Def stats with those of the target.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Dragon
85
100%
10
0
The target is attacked with a shock wave generated
by the user’s gaping mouth.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Dark
--
--
15
0
The user sharpens its claws to boost its Attack stat
and accuracy.
Dragon
80
100%
15
0
The user slashes the target with huge sharp claws.
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Ghost
70
100%
15
0
The user slashes with a sharp claw made from
shadows. Critical hits land more easily.
Normal
70
100%
5
0
The user gets revenge for a fainted ally. If an ally
fainted in the previous turn, this move’s power
is increased.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
Normal
50
95%
30
0
The target is cut with a scythe or claw.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
Water
90
100%
15
0
The user attacks everything around it by swamping
its surroundings with a giant wave.
Water
80
100%
15
0
The user charges at the target and may make
it flinch.
Water
80
100%
10
0
Diving on the first turn, the user floats up and
attacks on the next turn.
By leveling up
Sun and Moon
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Water
--
--
15
0
The user soaks the battlefield with water. This
weakens Fire-type moves for five turns.
Fairy
--
100%
20
0
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Dragon
60
100%
20
0
The user exhales a mighty gust that inflicts damage.
This may also leave the target with paralysis.
Psychic
70
100%
5
0
A mist-like flurry of down envelops and damages the
target. This may also lower the target’s Sp. Atk stat.
Psychic
--
100%
10
0
Using its psychic power of suggestion, the user
transfers its status conditions to the target.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
15
0
The user reflects the target’s type, making it the
same type as the target.
Psychic
80
90%
15
0
The user focuses its willpower to its head and
attacks the target. This may also make the
target flinch.
Psychic
--
--
10
0
The user employs its psychic power to average its
Defense and Sp. Def stats with those of the target.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Dragon
85
100%
10
0
The target is attacked with a shock wave generated
by the user’s gaping mouth.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By tutoring
Sun and Moon
Move
Power
Accuracy
PP
Priority
Dragon
130
90%
5
0
Comets are summoned down from the sky onto the
target. The attack’s recoil harshly lowers the user’s
Sp. Atk stat.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Dragon
80
100%
15
0
The user slashes the target with huge sharp claws.
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Ghost
70
100%
15
0
The user slashes with a sharp claw made from
shadows. Critical hits land more easily.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Water
90
100%
15
0
The user attacks everything around it by swamping
its surroundings with a giant wave.
Water
80
100%
15
0
The user charges at the target and may make
it flinch.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By leveling up
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
Normal
--
--
20
5
The user assists an ally by boosting the power of
that ally’s attack.
Normal
--
--
10
0
One turn after this move is used, the user’s or its
replacement’s HP is restored by half the user’s
max HP.
Psychic
--
100%
15
0
The target is attacked with an odd psychic wave.
The attack varies in intensity.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Water
--
--
15
0
The user soaks the battlefield with water. This
weakens Fire-type moves for five turns.
Fairy
--
100%
20
0
The user gazes at the target rather charmingly,
making it less wary. This harshly lowers its
Attack stat.
Psychic
20
100%
10
0
The user attacks the target with stored power. The
more the user’s stats are raised, the greater the
move’s power.
Normal
--
--
20
0
The user rests to cure itself of poisoning, a burn,
or paralysis.
Psychic
--
--
10
0
The user emits a healing pulse that restores the
target’s HP by up to half of its max HP.
Dragon
60
100%
20
0
The user exhales a mighty gust that inflicts damage.
This may also leave the target with paralysis.
Psychic
70
100%
5
0
A mist-like flurry of down envelops and damages the
target. This may also lower the target’s Sp. Atk stat.
Psychic
--
100%
10
0
Using its psychic power of suggestion, the user
transfers its status conditions to the target.
Normal
--
--
10
0
Restoring its own cells, the user restores its own HP
by half of its max HP.
Normal
--
--
15
0
The user reflects the target’s type, making it the
same type as the target.
Psychic
80
90%
15
0
The user focuses its willpower to its head and
attacks the target. This may also make the
target flinch.
Psychic
--
--
10
0
The user employs its psychic power to average its
Defense and Sp. Def stats with those of the target.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Dragon
85
100%
10
0
The target is attacked with a shock wave generated
by the user’s gaping mouth.
Psychic
--
--
10
0
The user faints. In return, the Pokémon taking its
place will have its HP restored and status
conditions cured.
By tutoring
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Dragon
130
90%
5
0
Comets are summoned down from the sky onto the
target. The attack’s recoil harshly lowers the user’s
Sp. Atk stat.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Dragon
80
100%
15
0
The user slashes the target with huge sharp claws.
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Normal
--
--
20
-6
The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against a
single Pokémon.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Ice
90
100%
10
0
The target is struck with an icy-cold beam of energy.
This may also leave the target frozen.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Flying
--
--
10
0
The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Grass
120
100%
10
0
In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
Electric
90
100%
15
0
A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
Electric
110
70%
10
0
A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
Ground
100
100%
10
0
The user sets off an earthquake that strikes every
Pokémon around it.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Rock
--
--
10
0
A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. It raises the Sp. Def stat of Rock types.
Flying
60
--
20
0
The user confounds the target with speed, then
slashes. This attack never misses.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Steel
70
90%
25
0
The target is hit with wings of steel. This may also
raise the user’s Defense stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Ghost
70
100%
15
0
The user slashes with a sharp claw made from
shadows. Critical hits land more easily.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Flying
90
95%
15
0
The user soars and then strikes its target on the
next turn.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Ground
60
100%
20
0
The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Water
90
100%
15
0
The user attacks everything around it by swamping
its surroundings with a giant wave.
Water
80
100%
15
0
The user charges at the target and may make
it flinch.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#380 Mega Latias
• Sprites & extra info…