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Venusaur

In-battle formes

Base

HP:80
Attack:82
Defense:83
Sp. Atk:100
Sp. Def:100
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
OverUsed
Defensive200

Mega

HP:80
Attack:100
Defense:123
Sp. Atk:122
Sp. Def:120
Speed:80
Min (-ve nature, 0 IVs)148
Default196
Max Neutral259
Max Positive284
Max Neutral (+1)388
Max Positive (+1)426
Max Neutral (+2)518
Max Positive (+2)568
OverUsed
Defensive200

Evolutions

Strategies

Written by talah

Overview

Mega Venusaur's great physical and special bulk, key resistances to prominent types like Water, Electric, Grass, and Fairy, and ability Thick Fat to take away two weaknesses render it a great defensive check to a number of the best Pokemon in the tier. More specifically, it is able to switch into and beat almost every variant of Mega Mawile, Tapu Bulu, and Magearna and check Kartana and Tapu Koko very handily. It can also take advantage of a lot of more passive defensive Pokemon, such as Ferrothorn, Tapu Fini, and Tangrowth. Mega Venusaur's Poison typing allows it to remove Toxic Spikes on entry, making it a valuable addition to teams weak to them. It is able to differentiate itself from Amoonguss with Thick Fat, which enables it to take moves like Ice Beam from Magearna and Fire Fang from Mega Mawile comfortably, much bigger immediate bulk, and significantly better offensive presence. However, Amoonguss has access to Regenerator, can hold an item, and doesn't take up the team's Mega slot, giving it a decent niche over Mega Venusaur. While it is a good Water-type answer, it is not a reliable Choice Specs Greninja switch-in on its own, as Dark Pulse does too much for Mega Venusaur to check it consistently; thus, it requires a different one besides itself. While Mega Venusaur's typing is fantastic defensively, wallbreakers that can exploit said typing like Tornadus-T, Mega Alakazam, and Tapu Lele pose a huge threat to it. Furthermore, its main form of reliable recovery, Synthesis, has a measly 8 PP, meaning Mega Venusaur cannot last deep into late-game without outside support, especially since it can be forced into awkward situations where it is forced to use Synthesis more often than it'd like. Its recovery is also lowered to 25% by both rain and sand, reducing its otherwise high effectiveness against those archetypes.

Defensive

Move 1
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 2
  • Sludge Bomb
    30% chance to poison the target.
    TypePoison
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 3
Move 4

Moves

Leech Seed allows Mega Venusaur to keep itself healthy throughout the game without relying on Synthesis's small number of PP. It works great on forced switches, allowing Mega Venusaur to beat Mega Mawile and Magearna with a lot more ease, gradually chip its checks, and avoid being entirely passive while healing, helping its teammates in the process. Mega Venusaur is also able to deter the Grass-types that would be able to absorb it otherwise thanks to Sludge Bomb and Hidden Power Fire. Sludge Bomb is its strongest option against the Fairy-types it checks so well like Clefable and the Island Guardians. Its 30% chance of poisoning also disrupts checks like Tornadus-T and Tyranitar. Hidden Power Fire is required in order to beat Steel-types like Mega Mawile, Magearna, Celesteela, Kartana, and Mega Scizor and prevent Ferrothorn from getting free turns to set up Spikes against Mega Venusaur.

Set Details

Chlorophyll is chosen as the pre-Mega ability in case of sun being present, as Overgrow is entirely useless; this set does not carry a Grass-type move. The EV spread listed allows Venusaur to survive two Dark Pulses from Choice Specs Greninja after Stealth Rock while outspeeding maximum Speed Mega Mawile. The rest is dumped into Defense to make Mega Venusaur a worthwhile Mega Mawile, Kartana, and Tapu Bulu check.

Usage Tips

Mega Venusaur appreciates being brought in safely through doubles and U-turn or Volt Switch in order to threaten the opposition with Leech Seed and Sludge Bomb. Despite this, it's very capable of switching into a large number of attacks and shrugging them off, such as Mega Mawile's Play Rough, Tapu Bulu's Horn Leech, Kartana's Leaf Blade, and Magearna's Fleur Cannon. However, Mega Venusaur is much more limited in recovery compared to defensive walls like Toxapex due to Synthesis's low PP; it should not be brought in on powerful attacks repeatedly, as it can be overwhelmed. For this reason, Mega Venusaur should be wary of switching into entry hazards, and accordingly, try to limit or remove them as much as possible. Mega Venusaur should attempt to use Leech Seed and Sludge Bomb as often as possible, as those moves provide the greatest results, both immediately and long-term. Using Leech Seed often will help both Mega Venusaur itself and its teammates, as it will allow Mega Venusaur to prolong its life without relying on Synthesis but also alleviate pressure for a teammate switching into Heatran or Tornadus-T, and Sludge Bomb poisoning Tornadus-T makes Mega Venusaur's life much easier. Hidden Power Fire should be used on Mega Mawile, Magearna, and Celesteela after they have already been hit by Leech Seed as well as on Ferrothorn and Kartana. Synthesis should only be used when Mega Venusaur absolutely requires the instant healing burst, as it kills momentum for the user and has very limited use due to its low PP.

Team Options

Celesteela is arguably Mega Venusaur's most effective partner; it can switch into Pokemon Mega Venusaur cannot deal with, such as Tornadus-T, Mega Alakazam, and Tapu Lele while Venusaur itself deals with Pokemon Celesteela hates facing, such as Tangrowth and Zapdos. It also helps pressure their mutual checks, like Heatran, and alleviate pressure off Mega Venusaur for checking Kartana and Tapu Bulu. Tapu Fini is an excellent entry hazard remover and Heatran check and provides another Ash-Greninja check. Conversely, Mega Venusaur checks Grass-types like Kartana and Electric-types like Tapu Koko for it. Tornadus-T is another great entry hazard remover for Mega Venusaur. It can also get Mega Venusaur in for free on Celesteela, Mega Mawile, Tapu Koko, and Magearna, while both Tornadus-T and Mega Venusaur pressure Heatran. Rotom-W can use Defog for Mega Venusaur, switch into Heatran and Tornadus-T, and pressure common checks like Toxapex. It also provides a secondary Water-type answer, albeit not an Ash-Greninja check. Defensive Magearna variants like Assault Vest and Heart Swap can switch into and check Tornadus-T, Tapu Lele, Mega Alakazam, and Ash-Greninja, helping Mega Venusaur perform its role more easily. They also pressure Heatran and can bring Mega Venusaur in safely through Volt Switch. Swords Dance Garchomp is a strong Heatran check and a good Fire-type answer and can take advantage of Toxapex, Tapu Lele, and Tornadus-T while providing Stealth Rock utility to the team.

Other Options

Deviating from the main set is generally not advised; however, some alternatives are available if absolutely required. Earthquake can be used over Hidden Power Fire if Magnezone is used alongside Mega Venusaur as a different way of dealing with Mega Mawile and Magearna along with hitting Heatran. Giga Drain is Mega Venusaur's best option for an offensive Grass-type STAB attack but doesn't function nearly as effectively as other options and should be avoided unless absolutely needed. Sleep Powder and Knock Off are both semi-viable alternatives to Leech Seed; however, they are extremely fringe and should not be considered in the very vast majority of cases.

Checks and Counters

Psychic-types: With the exception of Reuniclus, most Psychic-types like Mega Alakazam and Tapu Lele can't directly switch into Mega Venusaur, but they can take advantage of it after getting in through double switches and U-turn or Volt Switch.

Flying-types: Tornadus-T dislikes being poisoned by Sludge Bomb; however, due to Regenerator, it can get away with it and put pressure on Mega Venusaur. Gliscor completely walls Mega Venusaur and can use it as setup fodder.

Strong Fire-types: Heatran, both Charizard Mega Evolutions, Volcarona, and even Victini can muscle through Venusaur despite Thick Fat.

Chip Damage: Due to its lack of consistent long-term healing, Mega Venusaur is quite prone to being chipped down, especially through entry hazards, and can be put into scenarios where it can no longer check what it's supposed to.

Tyranitar: Tyranitar prevents Mega Venusaur's Synthesis from healing it any significant amount, rendering it significantly harder to use, can Pursuit trap it, and doesn't fear Sludge Bomb.

Reuniclus: Reuniclus is able to ignore Leech Seed and Sludge Bomb poisoning thanks to Magic Guard while taking insignificant damage from the latter, meaning it can freely use Mega Venusaur as setup fodder.

Toxapex: While not being able to touch it directly outside of burning it with Scald, Toxapex completely walls Mega Venusaur and has access to Regenerator, coming out of their exchange ahead quite comfortably.

Credits

Moves

 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
40
Accuracy
100%
PP
15
Power increases when used on consecutive turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
80
Accuracy
100%
PP
10
Use with Fire or Water Pledge for added effect.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Grass power, +1/16 max HP.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
20
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
20
Traps/grounds user; heals 1/16 max HP per turn.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
20
Attack depends on terrain (default Tri Attack).
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
90
Accuracy
100%
PP
15
No additional effect. Hits adjacent Pokemon.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
Accuracy
75%
PP
35
Poisons the target.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
20
Accuracy
100%
PP
20
Raises the user's Attack by 1 if hit during use.
 
Power
55
Accuracy
95%
PP
25
High critical hit ratio. Hits adjacent foes.
 
Power
80
Accuracy
100%
PP
10
Charges, then hits foe(s) turn 2. High crit ratio.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
130
Accuracy
100%
PP
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
75%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
65
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
95%
PP
40
Lowers the foe(s) Speed by 2.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
Accuracy
PP
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
45
Accuracy
100%
PP
25
No additional effect.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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