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Machamp

Machamp
Fighting

Height 1.6 m·Weight 130.0 kg

Base stats

HP
90
Atk
130
Def
80
SpA
65
SpD
85
Spe
55
Total505

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Guts

    Attack ×1.5 with a status condition (stat, separate from ranks) · ignores burn's Attack drop

  • No Guard

    The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.

  • Steadfast

    Speed +1 each time it flinches

Learnable moves

66 moves
  • Power120Acc.75PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • target's Attack/Defense −1

    PowerAcc.100PP20
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: burn

    Power90Acc.100PP16
  • 10% chance: burn

    Power110Acc.85PP8
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • [Priority -5] returns 2× physical damage taken · fails if not hit physically

    PowerAcc.100PP20
    Contact
  • fixed damage equal to the user's level

    PowerAcc.100PP20
    Contact
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • confusion

    Power100Acc.50PP8
    ContactPunch
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
    Contact
  • user's Attack/Defense −1

    Power120Acc.100PP8
    Contact
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • always a critical hit

    Power60Acc.100PP12
    Contact
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • [Priority +3] blocks priority moves aimed at the user's side this turn

    PowerAcc.PP16
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • 10% chance: poison · crit stage +1 (12.5%)

    Power70Acc.100PP20
    ContactSlicing
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • target's Speed −1

    Power60Acc.100PP20
  • Power95Acc.95PP12
    Contact
  • last move failed: power ×2

    Power75Acc.100PP12
    Contact
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • hits 2–5 times

    Power25Acc.90PP12
    Ball & bomb
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • [Priority +3] blocks spread moves aimed at the user's side this turn

    PowerAcc.PP12
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • target already damaged this turn: power ×2

    Power60Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • ignores the target's stat changes

    Power85Acc.100PP12
    Contact
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • Power60Acc.100PP20
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    ContactPunch
  • more power the heavier the user is than the target (max 120)

    PowerAcc.100PP12
    ContactStomp