#0068
Machamp

Machamp

Fighting

Abilities

  • Guts When the Pokémon has a status condition, its Attack stat is boosted by 50%. Being burned does not halve the damage dealt by the Pokémon's physical moves.
  • No Guard The accuracy of moves used both by and against the Pokémon becomes 100%.
  • Steadfast Hidden When the Pokémon flinches, its Speed stat is boosted by 1 stage.

Stat Points

HP
90
ATK
130
DEF
80
Sp. Atk
65
Sp. Def
85
SPE
55

Weakness and Resistance

2x ⦿ Super Effective
Flying Psychic Fairy
1x – Normal
Normal Fire Water Grass Electric Ice Fighting Poison Ground Ghost Dragon Steel
0.5x △ Resists
Bug Rock Dark

Learnable Moves (66)

Name Type Category Power PP Description
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Brutal Swing physical 60 20 —
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Bullet Punch physical 40 20 —
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Cross Chop physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Cross Poison physical 70 20 Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Darkest Lariat physical 85 12 This move ignores the target's stat changes when dealing damage.
Detect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Dynamic Punch physical 100 8 Confuses the target.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Blast special 110 8 Has a 10% chance of burning the target.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Flamethrower special 90 16 Has a 10% chance of burning the target.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Heavy Slam physical - 12 The more the user outweighs the target, the greater this move's power (ranging between 40 and 120). If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Horsepower physical 95 12 —
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rock Blast physical 25 12 The user attacks 2 to 5 times in a row.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Seismic Toss physical - 20 Deals 50 HP of damage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stomping Tantrum physical 75 12 This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Storm Throw physical 60 12 Always a critical hit.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Superpower physical 120 8 Lowers the user's Attack and Defense stats by 1 stage.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
Wide Guard status - 12 During the turn this move is used, the user protects its side from moves that target all allies.