Last updated: 2026-07-16

Related Pokemon
Even when the sunlight has not turned harsh, the Pokémon can use its moves as if the weather were harsh sunlight.
Season: M-4 (2026-07-16)
Moves
Item
Ability
Nature
AP Spreads
Leech Seed Stall
Stalls with Leech Seed + Synthesis while chipping opponents.
Mega Meganium
| HP | 187 | 32 | |
|---|---|---|---|
| Atk↓ | 100 | - | |
| Def | 135 | - | |
| SpA↑ | 214 | 32 | |
| SpD | 135 | - | |
| Spe | 102 | 2 |
Attacks with STAB and subweapons from high Sp.Atk while a stall + special attacker build using recovery moves. Thanks to its ability, Solar Beamit can use in one turn, Synthesisand Synthesis recovery is boosted to 2/3 max HP, which is powerful.
STAB Dazzling Gleam is also an option
Teaching it STAB Dazzling Gleam lets it hit Dark, Fighting and Dragon types for super effective damage. In particular, Solar Beam and Weather Ball alone lack Dragon coverage, so it's recommended if you want to handle Dragons.
Leveraging teammate weather support and 143 base Sp.Atk, a role of pressuring the opponent's team. With recovery, it absorbs hits while sitting as an attacker.
Fragile to 4x weaknesses
Mega Meganium is 4x weak to Poison, risking OHKO when hit, Synthesisor recovery can't keep up. Beyond Poison-types themselves, Poison Jab or Gunk Shotwatch out for Pokémon likely to carry such subweapons.
Example Threats
CS Grassy Glide
Grassy Glide boosts Speed to OHKO from above.
Mega Meganium
| HP | 157 | 2 | |
|---|---|---|---|
| Atk↓ | 100 | - | |
| Def | 136 | 1 | |
| SpA | 195 | 32 | |
| SpD | 136 | 1 | |
| Spe↑ | 143 | 30 |
Heavy Sp.Atk/Spe EVs, attacking while boosting Speed via Trailblazeto push high-power moves from above — Mega Meganium build. After flipping Speed order, push STAB special moves to pressure the board.
Dazzling Gleam swap candidate
Dazzling GleamThis slot — usable super-effectively vs. Poison etc. Earth Poweris recommended. Both are strong — pick per team/meta.
TrailblazeBoost Speed with it, and break opponents with Mega-added Fairy STAB as an ace. By raising own Speed, attack and pin opponents normally not outsped — its specialty.
Fragile to 4x weaknesses
Mega Meganium is 4x weak to Poison, risking OHKO when hit, Synthesisrecovery can't keep up. Besides Poison types, Poison Jab or Gunk ShotWatch out for Pokémon likely to carry such subweapons.
Example Threats
Sub-Seed Stall
Leech Seed + Leftovers stall to chip down opponents.
Meganium
| HP | 177 | 22 | |
|---|---|---|---|
| Atk↓ | 91 | - | |
| Def↑ | 167 | 32 | |
| SpA | 103 | - | |
| SpD | 131 | 11 | |
| Spe | 100 | - |
Invests EVs in HP and Defense or Sp. Def,
LeftoversMeganium build that raises long-game survivability via this item.Leech Seed and Substitute, Protect combines to buy turns, and Gradually chips opponents with fixed damage and recovery — its composition.
Leech Seed drains HP from opponents, and Substitute and Protect uses skillfully to safely heal and buy time as its role. Weathering opposing attacks, Keeps own HP high with Giga Drain while finishing off opponents — core gameplay.
Doubles Modest HC
Solar Beam + Dazzling Gleam spread in Doubles.
Mega Meganium
| HP | 186 | 31 | |
|---|---|---|---|
| Atk↓ | 100 | - | |
| Def | 135 | - | |
| SpA↑ | 214 | 32 | |
| SpD | 135 | - | |
| Spe | 103 | 3 |
Special attacker build that invests heavily in HP and Sp. Atk and attacks aggressively with the Drought (Mega Solar) Ability Mega Meganium. It leverages its added Fairy-typing and high Sp. Atk to use the STAB AoE attack Dazzling Gleam spams to pressure the opponent's board.
Protect can be replaced with Synthesis
Protect instead, Synthesis can also be adopted. With the Drought (Mega Solar) Ability, Synthesis's Heal amount becomes 2/3 of max HP increases.
Solar Beam without charging and Weather Ball converted to Fire-type — plays the ace role of chipping a wide range of opponents. Leverages high bulk to stay on the field, while focused attacks from the opponent are Protect, blocking with it to maintain an advantageous situation — a flexible playstyle.
Struggles against Fire-type Pokémon
Struggles against Fire-type Pokémon. STAB Grass and Fairy moves, Mega Sol becomes a Fire-type moveWeather Ball — everything is halved. Water-types favorable against Fire and the Ability Drizzle Pokémon should be adopted as a counter.
Example Threats
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. |
| Flail | Normal | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Sweet Scent | Normal | Stat | - | 100 | 20 | All Foes | Lowers targets’ evasiveness by 2 stages. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| Safeguard | Normal | Stat | - | - | 20 | Ally Side | Gives the user’s side the Safeguard status for 5 turns. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Solar Blade | Grass | Phys | 125 | 100 | 12 | ContactCut | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. |
| Petal Blizzard | Grass | Phys | 90 | 100 | 16 | Wind | All | An ordinary attacking move. |
| Leaf Blade | Grass | Phys | 90 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Grassy Glide | Grass | Phys | 55 | 100 | 20 | Contact | 1 Foe | If the user is under the effect of Grassy Terrain, this move’s priority becomes +1. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Bullet Seed | Grass | Phys | 25 | 100 | 20 | Ball | 1 Foe | The user attacks 2 to 5 times in a row. |
| Frenzy Plant | Grass | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Leaf Storm | Grass | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Petal Dance | Grass | Spec | 120 | 100 | 12 | ContactDance | Random Foe | The user gains the Rampaging status. |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | The user gains the Charging status on the turn this move is used, then attacks on the following turn. In harsh sunlight, the user does not gain the Charging status and can attack immediately. This move’s power is halved in any other weather condition. | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Giga Drain | Grass | Spec | 75 | 100 | 12 | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Grassy Terrain | Grass | Stat | - | - | 12 | Whole Field | Turns the entire field into Grassy Terrain for 5 turns. | |
| Ingrain | Grass | Stat | - | - | 20 | Self | The user gains the Ingrained status. | |
| Synthesis | Grass | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. In harsh sunlight, 2/3 of its max HP will be restored instead. In all other weather conditions, 1/4 of its max HP will be restored instead. | |
| Leech Seed | Grass | Stat | - | 90 | 12 | 1 Foe | Gives the target the Leech Seeded status. This has no effect on Grass-type Pokémon. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Pollen Puff | Bug | Spec | 90 | 100 | 16 | Ball | 1 Foe | When used on an ally, this move restores 1/2 of its max HP instead of dealing damage. |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of boosting the user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage. | |
| Poison Powder | Poison | Stat | - | 75 | 20 | Powder | 1 Foe | Poisons the target. This has no effect on Grass-type Pokémon or Pokémon unaffected by powder. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Heal Pulse | Psychic | Stat | - | - | 12 | Pulse | 1 Foe | Restores 1/2 of the target’s max HP. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user gains the Rampaging status. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Fake Tears | Dark | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. |