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Meowstic Male

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Meowstic Male in Pokémon Omega Ruby & Alpha Sapphire

#678 in the Omega Ruby and Alpha Sapphire Pokédex • Constraint Pokémon

Meowstic Male in the National Pokédex

Pokédex entries

Omega Ruby

When in danger, it raises its ears and releases enough psychic power to grind a 10-ton truck into dust.

Alpha Sapphire

The eyeball patterns on the interior of its ears emit psychic energy. It keeps the patterns tightly covered because that power is too immense.

Pokémon details

Type

Psychic

Category

Constraint Pokémon

Height

0.6 m (2'00")

Weight

8.5 kg (18.7 lbs)

National Pokédex

#0678

Meowstic Male in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

74

258

352

Attack

48

90

214

Defense

76

141

276

Sp. Atk

83

153

291

Sp. Def

81

150

287

Speed

104

191

337

Total

466

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Meowstic Male, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 Spe
Catch rate
75
Base Exp.
163

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Species gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Espurr

Espurr

#677

Level 25, male

Meowstic

Meowstic

#678

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartScratch

Hard, pointed, sharp claws rake the target to inflict damage.

Normal4010035
StartLeer

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

Normal-10030
StartMean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
StartHelping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
StartQuick Guard

The user protects itself and its allies from priority moves.

Fighting--15
5Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010025
9Confusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
13Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
17Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
19Fake Out

An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.

Normal4010010
22Disarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

Fairy40-15
25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
28Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.

Fairy-10020
31Miracle Eye

Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.

Psychic--40
35Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
40Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
43Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10
45Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
48Sucker Punch

This move enables the user to attack first. This move fails if the target is not readying an attack.

Dark801005
50Misty Terrain

The user covers the ground under everyone’s feet with mist for five turns. This protects Pokémon on the ground from status conditions.

Fairy--10
53Quick Guard

The user protects itself and its allies from priority moves.

Fighting--15

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Omega Ruby and Alpha Sapphire.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM17Protect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the next turn. It can also be used to exit dungeons.

Ground8010010
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def.

Grass9010010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM66Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate dark caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Normal-9015
TM88Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM97Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
TM98Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Fighting4010020
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20
HM01Cut

The target is cut with a scythe or claw. This can also be used to cut down thin trees.

Normal509530

Moves this Pokémon can learn from move tutors in this game.
Class
Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010025
Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Normal--5
Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15
Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10
Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10
Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Signal Beam

The user attacks with a sinister beam of light. This may also confuse the target.

Bug7510015
Snatch

The user steals the effects of any attempts to use a healing or stat-changing move.

Dark--10
Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10
Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015

Learn before evolving. Some moves must be retained from breeding or a prior stage.
Class
Acquisition source
Assist

The user hurriedly and randomly uses a move among those known by other Pokémon in the party.

Normal--20

Espurr — breeding

Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--20

Espurr — breeding

Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10

Espurr — breeding

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Assist

The user hurriedly and randomly uses a move among those known by other Pokémon in the party.

Normal--20

Trade from X/Y; retain through local trade and evolution where applicable

Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--20

Trade from X/Y; retain through local trade and evolution where applicable

Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10

Trade from X/Y; retain through local trade and evolution where applicable

Ability options available to this Pokémon in this game.

Keen Eye

Ability Slot 1

Prevents other Pokémon from lowering accuracy.

Prevents opponents from lowering accuracy and ignores their evasion stages.

Infiltrator

Ability Slot 2

Passes through the opposing Pokémon’s barrier and strikes.

Bypasses Reflect, Light Screen, Safeguard, Mist and substitutes.

Prankster(Hidden Ability)

Gives priority to a status move.

Raises non-damaging moves' priority by one stage.

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