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SynerDexOpen Team Builder
Pokemon Champions - Reg M-B / VGC 2026

Mega Eelektross - Pokemon Champions

Stats, type matchups, abilities, learnset, current usage, and build context for Mega Eelektross in Pokemon Champions.

ElectricStage 2Gen 9
Tournament usageCheck team weaknesses
Mega Eelektross

Base stats

HP
85
Atk
145
Def
80
SpA
135
SpD
90
Spe
80

Type matchups

2x weak to
Ground
0.5x resists
ElectricFlyingSteel

Current usage and builds

Moves

Protect
status / Priority +4
92%
Thunderbolt
special / 90 BP / 100%
68%
Flamethrower
special / 90 BP / 100%
47%
Giga Drain
special / 75 BP / 100%
39%
Dragon Pulse
special / 85 BP / 100%
25%
Discharge
special / 80 BP / 100%
20%
Supercell Slam
physical / 100 BP / 95%
12%
Coil
status
11%

Items

Eelektrossite
If held by an Eelektross, this item allows it to Mega Evolve in battle.
100%
Magnet
Holder's Electric-type attacks have 1.2x power.
0.20%

Abilities

Levitate
This Pokemon is immune to Ground; Gravity/Ingrain/Smack Down/Iron Ball nullify it.
100%

Spreads

Modest
HP 2 / Atk 0 / Def 0 / SpA 32 / SpD 0 / Spe 32
6%
Adamant
HP 32 / Atk 32 / Def 0 / SpA 0 / SpD 2 / Spe 0
5%
Adamant
HP 2 / Atk 0 / Def 0 / SpA 32 / SpD 0 / Spe 32
6%
Modest
HP 32 / Atk 32 / Def 0 / SpA 0 / SpD 2 / Spe 0
5%

Learnset

Acid Spray

Poison - special / 40 BP / 100%

special

100% chance to lower the target's Sp. Def by 2.

Acrobatics

Flying - physical / 55-110 BP / 100%

physical

Power doubles if the user has no held item.

Body Press

Fighting - physical / 80 BP / 100%

physical

Uses user's Def stat as Atk in damage calculation.

Body Slam

Normal - physical / 85 BP / 100%

physical

30% chance to paralyze the target.

Bounce

Flying - physical / 85 BP / 85%

physical

Bounces turn 1. Hits turn 2. 30% paralyze.

Brick Break

Fighting - physical / 75 BP / 100%

physical

Destroys screens, unless the target is immune.

Bulk Up

Fighting - status

status

Raises the user's Attack and Defense by 1.

Bulldoze

Ground - physical / 60 BP / 100%

physical

100% chance lower adjacent Pkmn Speed by 1.

Charge

Electric - status

status

+1 SpD, user's next Electric move 2x power.

Charge Beam

Electric - special / 50 BP / 90%

special

70% chance to raise the user's Sp. Atk by 1.

Close Combat

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Defense and Sp. Def by 1.

Coil

Poison - status

status

Raises user's Attack, Defense, accuracy by 1.

Confuse Ray

Ghost - status / 100%

status

Confuses the target.

Crunch

Dark - physical / 80 BP / 100%

physical

20% chance to lower the target's Defense by 1.

Crush Claw

Normal - physical / 75 BP / 95%

physical

50% chance to lower the target's Defense by 1.

Discharge

Electric - special / 80 BP / 100%

special

30% chance to paralyze adjacent Pokemon.

Dragon Claw

Dragon - physical / 80 BP / 100%

physical

No additional effect.

Dragon Pulse

Dragon - special / 85 BP / 100%

special

No additional effect.

Dragon Tail

Dragon - physical / 60 BP / 90% / Priority -6

physical

Forces the target to switch to a random ally.

Drain Punch

Fighting - physical / 75 BP / 100%

physical

User recovers 50% of the damage dealt.

Eerie Impulse

Electric - status / 100%

status

Lowers the target's Sp. Atk by 2.

Electric Terrain

Electric - status

status

5 turns. Grounded: +Electric power, can't sleep.

Electro Ball

Electric - special / 40-150 BP / 100%

special

More power the faster the user is than the target.

Electroweb

Electric - special / 55 BP / 95%

special

100% chance to lower the foe(s) Speed by 1.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Fire Punch

Fire - physical / 75 BP / 100%

physical

10% chance to burn the target.

Flamethrower

Fire - special / 90 BP / 100%

special

10% chance to burn the target.

Flash Cannon

Steel - special / 80 BP / 100%

special

10% chance to lower the target's Sp. Def by 1.

Focus Punch

Fighting - physical / 150 BP / 100% / Priority -3

physical

Fails if the user takes damage before it hits.

Gastro Acid

Poison - status / 100%

status

Nullifies the target's Ability.

Giga Drain

Grass - special / 75 BP / 100%

special

User recovers 50% of the damage dealt.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Grass Knot

Grass - special / 20-120 BP / 100%

special

More power the heavier the target.

Heavy Slam

Steel - physical / 40-120 BP / 100%

physical

More power the heavier the user than the target.

Hex

Ghost - special / 65-130 BP / 100%

special

Power doubles if the target has a status ailment.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Iron Tail

Steel - physical / 100 BP / 75%

physical

30% chance to lower the target's Defense by 1.

Knock Off

Dark - physical / 65-97.5 BP / 100%

physical

1.5x damage if foe holds an item. Removes item.

Light Screen

Psychic - status

status

For 5 turns, special damage to allies is halved.

Liquidation

Water - physical / 85 BP / 100%

physical

20% chance to lower the target's Defense by 1.

Lunge

Bug - physical / 80 BP / 100%

physical

100% chance to lower the target's Attack by 1.

Muddy Water

Water - special / 90 BP / 85%

special

30% chance to lower the foe(s) accuracy by 1.

Outrage

Dragon - physical / 120 BP / 100%

physical

Lasts 2-3 turns. Confuses the user afterwards.

Poison Fang

Poison - physical / 50 BP / 100%

physical

50% chance to badly poison the target.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Psychic Fangs

Psychic - physical / 85 BP / 100%

physical

Destroys screens, unless the target is immune.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Rising Voltage

Electric - special / 70-140 BP / 100%

special

2x power if target is grounded in Electric Terrain.

Rock Slide

Rock - physical / 75 BP / 90%

physical

30% chance to make the foe(s) flinch.

Rock Tomb

Rock - physical / 60 BP / 95%

physical

100% chance to lower the target's Speed by 1.

Round

Normal - special / 60 BP / 100%

special

Power doubles if others used Round this turn.

Scary Face

Normal - status / 100%

status

Lowers the target's Speed by 2.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Snore

Normal - special / 50 BP / 100%

special

User must be asleep. 30% chance to flinch target.

Stomping Tantrum

Ground - physical / 75 BP / 100%

physical

Power doubles if the user's last move failed.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Super Fang

Normal - physical / 90%

physical

Does damage equal to 1/2 target's current HP.

Supercell Slam

Electric - physical / 100 BP / 95%

physical

User is hurt by 50% of its max HP if it misses.

Superpower

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Attack and Defense by 1.

Thrash

Normal - physical / 120 BP / 100%

physical

Lasts 2-3 turns. Confuses the user afterwards.

Throat Chop

Dark - physical / 80 BP / 100%

physical

For 2 turns, the target cannot use sound moves.

Thunder

Electric - special / 110 BP / 70%

special

30% chance to paralyze. Can't miss in rain.

Thunder Fang

Electric - physical / 65 BP / 95%

physical

10% chance to paralyze. 10% chance to flinch.

Thunder Punch

Electric - physical / 75 BP / 100%

physical

10% chance to paralyze the target.

Thunder Wave

Electric - status / 90%

status

Paralyzes the target.

Thunderbolt

Electric - special / 90 BP / 100%

special

10% chance to paralyze the target.

U-turn

Bug - physical / 70 BP / 100%

physical

User switches out after damaging the target.

Volt Switch

Electric - special / 70 BP / 100%

special

User switches out after damaging the target.

Waterfall

Water - physical / 80 BP / 100%

physical

20% chance to make the target flinch.

Wild Charge

Electric - physical / 90 BP / 100%

physical

Has 1/4 recoil.

Zap Cannon

Electric - special / 120 BP / 50%

special

100% chance to paralyze the target.

Zen Headbutt

Psychic - physical / 80 BP / 90%

physical

20% chance to make the target flinch.

Abilities

Eelevate

This Pokemon is immune to Ground; +1 to highest stat if it KOes another Pokemon.

Mechanics

Priority

Endure has positive priority.

Setup

Coil is a common setup move.

Forms and items

EelektrossElectricOpenMega EelektrossElectricOpen

Eelektrossite

If held by an Eelektross, this item allows it to Mega Evolve in battle.

Questions

What is Mega Eelektross weak to in Pokemon Champions?

Mega Eelektross is weak to Ground based on its Electric typing.

What are Mega Eelektross's base stats?

Mega Eelektross's base stats are HP 85, Atk 145, Def 80, SpA 135, SpD 90, Spe 80.

What are common moves for Mega Eelektross?

Common Mega Eelektross moves include Protect, Thunderbolt, Flamethrower, Giga Drain in current Reg M-B usage.

Is Mega Eelektross good in the current regulation?

Mega Eelektross has current Reg M-B usage data in PokeSynergy, with its most common moves, abilities, items, and spreads listed here.