Last updated: 2026-06-18
Takes no damage from Electric-type moves and instead has its Sp. Atk raised by 1 stage. Draws in all Electric-type moves aimed at other Pokemon.
Season: シーズンM-3 (2026-06-18)
Moves
Item
Ability
Nature
AP Spreads
Shed Tail Special Attacker
A Shed Tail special attacker that chips damage and controls the board from its very high Speed
Mega Sceptile
| HP | 147 | 2 | |
|---|---|---|---|
| Atk↓ | 117 | - | |
| Def | 95 | - | |
| SpA | 197 | 32 | |
| SpD | 105 | - | |
| Spe↑ | 216 | 32 |
A special attacker Mega Sceptile that maxes out Sp.Atk and Speed and forces powerful special moves off its high Sp.Atk. The pivot move that cuts its own HP to leave behind a Substitute, Shed Tail, and also serves a support function, deploying teammates safely while attacking itself — its composition.
Grass Knot and Energy Ball are also options
Leaf Storm can deal high damage, but it has drawbacks such as the Sp. Atk drop recoil and shaky accuracy. As a replacement option, whose power scales with the opponent's weight, Grass Knot or the easy-to-use Energy Ball are also recommended.
Moving first thanks to its high Speed, it uses high-power STAB movesLeaf Storm to pressure opponents — that is its main role. The ability Lightning Rod can cover allies' Electric weakness, and in unfavorable matchups it can Shed Tail pass the board over to an ally, among other things, taking on the role of controlling the match with flexible play.
Pokémon Whose Weakness It Can Hit First
Mega Sceptile is favored against Pokémon whose weakness it can hit first. Mega Sceptile's base Speed of 145 is extremely high, and even a Basculegion holding a Choice Scarf can be outsped and OHKO'd.
Example Favorable Matchups
Bulky Pokémon That Resist Grass Moves
Since Mega Sceptile has no setup move to raise its Sp. Atk, it struggles to break through bulky Pokémon that resist its main weapon, Grass moves. When facing one, Shed Tail or switch out and leave it to a teammate in reserve.
Example Threats
Focus Sash Endeavor Attacker
A build that survives with Focus Sash, then pressures the opponent with Endeavor + a priority move
Sceptile
| HP | 147 | 2 | |
|---|---|---|---|
| Atk | 105 | - | |
| Def | 85 | - | |
| SpA | 157 | 32 | |
| SpD↓ | 94 | - | |
| Spe↑ | 189 | 32 |
Max Sp.Atk/Spe EVs,
Focus Sash to survive the opponent's attack, then the ability Unburden is triggered — this Sceptile build. After Focus Sash leaves it at 1 HP, forcibly chip the opponent's HP with Endeavor, then finish it off with a priority move or similar — its composition.
Quick Guard is also recommended as a counter to priority moves
Since it is often finished off by a priority move when Focus Sash leaves it at 1 HP, Upper Hand is also a recommended option.Use it when you can predict the opponent's priority move to deal damage.
Focus Sash guarantees survival and the ability boosts Speed, leveraging both to reliably chip down whatever it faces — its role. Beyond pressuring with high-power special moves from its high Speed, force its way through the matchup with the combination of Endeavor and Vacuum Wave — core gameplay.
Weak to opponents that bypass Focus Sash
This Sceptile
Focus Sash is a build that survives and fights, so multi-hit moves or Stealth Rock and the like, is weak to opponents that bypass Focus Sash. It can sometimes be knocked out without doing anything, so consider whether to bring it depending on the opponent.
Example Threats
Type
Category
Target
Properties
77 / 77
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage equal to the target's remaining HP minus the user's remaining HP. Fails if the target's HP is less than or equal to the user's HP. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | When multiple Pokémon use this move in the same turn, the Pokémon after the first one to use it act immediately after the first user. The power is doubled for the second and subsequent users. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can only be used while the user is asleep. Has a 30% chance of making the target flinch. |
| Shed Tail | Normal | Stat | - | - | 12 | Self | The user loses 1/2 of its maximum HP to create a Substitute, then switches out with another Pokemon in the party. The Substitute takes hits in place of the Pokemon and disappears once it has taken damage equal to 1/4 of the maximum HP. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | During the turn it is used, raises the power of an ally's move to 1.5 times. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Raises the user's evasiveness by one stage. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target's Defense by two stages. |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If the target has Pokémon in reserve, forces the target to switch to a random one. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Raises the user's Attack by 2 stages. |
| Solar Blade | Grass | Phys | 125 | 100 | 12 | ContactCut | 1 Foe | The user charges on the turn it is used and attacks on the next turn. If Harsh Sunlight (Sunny Day) is active, the user does not charge and attacks immediately. In any other weather, this move's power is halved. |
| Leaf Blade | Grass | Phys | 90 | 100 | 16 | ContactCut | 1 Foe | Attacks with a +1 increased chance of landing a critical hit. |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Grassy Glide | Grass | Phys | 55 | 100 | 20 | Contact | 1 Foe | When under the effect of Grassy Terrain, its priority becomes +1. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Raises the user's Speed by 1 stage. |
| Bullet Seed | Grass | Phys | 25 | 100 | 20 | Ball | 1 Foe | Hits 2 to 5 times in a row. |
| Frenzy Plant | Grass | Spec | 150 | 90 | 8 | 1 Foe | The user must recharge on the next turn after using this move. | |
| Leaf Storm | Grass | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user's Sp. Atk by 2 stages. | |
| Solar Beam | Grass | Spec | 120 | 100 | 12 | 1 Foe | On the turn it is used, the user charges up, then attacks on the next turn. In harsh sunlight, the user does not charge up and attacks immediately. In other weather, its power is halved (1/2). | |
| Energy Ball | Grass | Spec | 90 | 100 | 12 | Ball | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. |
| Giga Drain | Grass | Spec | 75 | 100 | 12 | 1 Foe | Restores the user's HP by 1/2 of the damage dealt to the target. | |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater the move's power. Power 20-120. |
| Grassy Terrain | Grass | Stat | - | - | 12 | Whole Field | Turns the entire field into Grassy Terrain for 5 turns. | |
| Worry Seed | Grass | Stat | - | 100 | 12 | 1 Foe | Changes the target's Ability to Insomnia. | |
| Synthesis | Grass | Stat | - | - | 8 | Self | Restores the user's HP by 1/2 of its max HP. In harsh sunlight, it restores 2/3 instead. In any other weather, it restores 1/4 instead. | |
| Leech Seed | Grass | Stat | - | 90 | 12 | 1 Foe | Puts the target into the Leech Seed condition. Has no effect on Grass-type targets. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Sets the weather to harsh sunlight for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| X-Scissor | Bug | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | An ordinary attacking move. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Acrobatics | Flying | Phys | 55 | 100 | 16 | Contact | 1 Foe | If the user is not holding an item, this move's power is doubled. |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Cross Poison | Poison | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | Has a 10% chance of poisoning the target. Attacks with a critical hit rank of +1. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | Deals double damage to targets in the semi-invulnerable underground state (e.g., from Dig). When Grassy Terrain is active, this move's power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user digs underground on the first turn and attacks on the next turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers the target's Speed 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 to lower the target's Sp. Def by 1 stage. | |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | Fails if the user takes damage from the target's move before using this move on that turn. |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | Restores the user's HP by 1/2 of the damage dealt to the target. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Fails if the target has not used a priority move. Makes the target flinch. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target's Speed by 1 stage. |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the higher the power. Power ranges from 20 to 120. |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target's Sp. Def by 1 stage. |
| Vacuum Wave | Fighting | Spec | 40 | 100 | 20 | 1 Foe | Always strikes first. (Priority +1) | |
| Quick Guard | Fighting | Stat | - | - | 16 | Ally Side | Protects the user and its allies from priority moves during the turn it is used. | |
| Detect | Fighting | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Raises the user's Speed by 2 stages. | |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user becomes locked into rampaging. |
| Dragon Rush | Dragon | Phys | 100 | 75 | 12 | Contact | 1 Foe | Has a 20% chance of making the target flinch. Against a target in the Minimize state, this move's power is doubled and it never misses. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers the target's Attack by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If the target has Pokémon in reserve, the target is switched out for a random one. |
| Scale Shot | Dragon | Phys | 25 | 90 | 20 | 1 Foe | Attacks 2 to 5 times in a row. Lowers the user's Defense by 1 stage and raises its Speed by 1 stage. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Raises an ally's critical-hit stage. By 2 stages if the ally is Dragon-type, otherwise by 1 stage. |
| Dragon Dance | Dragon | Stat | - | - | 20 | Dance | Self | Raises the user's Attack and Speed by 1 stage each. |
| Throat Chop | Dark | Phys | 80 | 100 | 16 | Contact | 1 Foe | Inflicts the Throat Chop effect on the target. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target's Defense by 1 stage. |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | Attacks with a heightened critical-hit rate (critical-hit stage +1). |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Assurance | Dark | Phys | 60 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the target has already taken damage during the turn it is used. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not holding an item, it steals the target's held item. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | The power and effect change depending on the held item. The item is consumed when this move is used. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance to lower the target's Defense by 1 stage. |