Competitive Information for Mightyena [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Mightyena mightyena
Base Stats for Mightyena

Dark

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
Quick FeetQuick Feet: If this Pokemon is statused, its Speed is 1.5x; ignores Speed drop from paralysis.
,
MoxieMoxie: This Pokemon's Attack is raised by 1 stage if it attacks and KOes another Pokemon.


Evolutions / Family:
Poochyena
Mightyena

Weakness Chart for Dark-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
0.5x
  
  
2x
2x
  
  
0.5x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MightyenaVisit Serebii's Pokedex for location, breeding, and other game details about MightyenaVisit Bulbapedia for more information about Mightyena

Movesets for Singles


What is a good competitive moveset for Mightyena? These builds have been optimized for Pokemon competing in X/Y Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the X/Y generation metagame.


Mightyena is an outstanding Dark-typed Pokemon. It's pretty regular to find yourself dealing with Mightyena when battling in the 6th generation meta. Mightyena is weak to Bug, Fairy, and Fighting-typed attacks.


Species: Mightyena
Item: Flame Orb / Focus Sash
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Foul Play / Crunch
- Facade / Double-Edge
- Play Rough
- Protect

Physical Sweeper Mightyena (Quick Feet)

Mightyena is a phenomenal Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Mightyena from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Mightyena at the end of the turn which will activate Mightyena's Quick Feet ability. Use Protect to help guarantee the Orb activates on your first turn. With Quick Feet, if Mightyena is statused its speed is 1.5x; ignores speed drop from paralysis. Facade's damage doubles when the user has a status affliction. Combine that with Quick Feet to seriously give Mightyena a sweet boost.

Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Crunch is a physical STAB-boosted 80-base power Dark-type move (20% chance to lower the target's defense by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Mightyena is burn/poison/paralyzed).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Protect is a status move (prevents moves from affecting your Mightyena this turn).



Movesets for Doubles


What is a good doubles moveset for Mightyena? These builds have been optimized for X/Y Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the X/Y generation metagame.


Species: Mightyena
Item: Flame Orb / Focus Sash
Ability: Quick Feet
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Foul Play / Crunch
- Facade / Double-Edge
- Play Rough
- Protect

Doubles Physical Sweeper Mightyena (Quick Feet)

Mightyena is an astounding Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Focus Sash helps protect Mightyena from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Mightyena at the end of the turn which will activate Mightyena's Quick Feet ability. Use Protect to help guarantee the Orb activates on your first turn. With Quick Feet, if Mightyena is statused its speed is 1.5x; ignores speed drop from paralysis. Facade's damage doubles when the user has a status affliction. Combine that with Quick Feet to seriously give Mightyena a sweet boost.

Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Crunch is a physical STAB-boosted 80-base power Dark-type move (20% chance to lower the target's defense by 1 stage).
Facade is a physical 70-base power Normal-type move (power doubles if Mightyena is burn/poison/paralyzed).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).
Protect is a status move (prevents moves from affecting your Mightyena this turn).



Movepool


Wondering what moves can Mightyena learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Dark Pulse
80
100%
15
20% chance to flinch the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Incinerate
60
100%
15
Destroys the foe(s) Berry/Gem.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Astonish
30
100%
15
30% chance to flinch the target.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Payback
50
100%
10
Power doubles if the user moves after the target.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Poison Fang
50
100%
15
50% chance to badly poison the target.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Strength
80
100%
15
No additional effect.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Tackle
50
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Howl
--
--
40
Raises the user's Attack by 1.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Mimic
--
--
10
The last move the target used replaces this one.
Odor Sleuth
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Mightyena can perform in X/Y. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive XY Move and Ability Combos for Mightyena

Create a build


Have an idea in mind for Mightyena that you'd like to test? Customize the IVs, EVs and their X/Y moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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