What it does
Mega Launcher boosts the power of Pulse and Aura moves by 1.5x. The affected moves are Water Pulse, Dark Pulse, Dragon Pulse, Aura Sphere, Heal Pulse, Origin Pulse, and Terrain Pulse.
The standout is Aura Sphere. Base 80 power, never misses, Fighting type. Under Mega Launcher that becomes effective 120 power — still never misses, still perfect accuracy, Fighting coverage. Fighting hits Normal, Rock, Ice, Steel, and Dark. Getting that coverage on a Water-type specialist, with no accuracy variance, is a significant deal. When you need to hit a Steel or Rock type and cannot afford a miss, Aura Sphere does the work.
Dark Pulse is similarly strong. Effective 120 power, Dark type, with a 20% flinch chance on top. It handles Ghost and Psychic types cleanly and the flinch chance is real enough to matter in doubles when your partner is in a slow position.
Heal Pulse recovers 50% of the target's HP, and Mega Launcher raises that to 75%. Restoring three-quarters of a partner's health is occasionally match-relevant — it is not a primary use case, but it is a real number when you need to keep a teammate alive one more turn.
Who runs it
Clawitzer runs Mega Launcher 100% of the time in Champions — the ability and the Pokémon are effectively inseparable. Base 120 Special Attack already puts it in a solid tier, and the 1.5x multiplier on its best moves means the effective output on Dark Pulse and Aura Sphere exceeds what many dedicated special attackers produce with standard coverage.
How to use it
Dark Pulse and Aura Sphere form the core coverage pair. Together they cover Fighting, Normal, Rock, Ice, Steel, Dark, Ghost, and Psychic — that is a wide range for two moves. If your opponent cannot simultaneously handle both attack types, there is going to be a hole somewhere.
Aura Sphere earns its slot specifically in situations where accuracy matters: high-evasion targets, King’s Shield cycles that you want to bypass, or just the math of not needing max-roll variance on your Fighting coverage move.
Clawitzer's Speed is 55, which is slow. Trick Room does most of the work keeping it safe enough to output — otherwise you need team support that removes or slows the threats that outspeed it before they can hit it.
Tips & strategy
The 75% Heal Pulse is worth keeping in your toolbox. In doubles, pulling a teammate from low HP to nearly full in one turn can flip a late-game scenario where you needed one more move from them. It is not a primary line, but it comes up.
Dragon Pulse at effective 127.5 power is Dragon coverage — strong against Dragon types, but Fairy is completely immune (0x). If your team does not address Fairy somewhere else, running Dragon Pulse gives you a coverage option with a hard stop built into it.
Clawitzer has no defensive standout and needs to be in position to actually fire. Its entire value is the boosted special output — build the team around giving it safe turns to attack.