#0877
Morpeko

Morpeko

Electric Dark

Abilities

  • Hunger Switch The Pokémon changes its form, alternating between its Full Belly Mode and Hangry Mode at the end of every turn.

Stat Points

HP
58
ATK
95
DEF
58
Sp. Atk
70
Sp. Def
58
SPE
97

Weakness and Resistance

2x ⦿ Super Effective
Fighting Ground Bug Fairy
1x – Normal
Normal Fire Water Grass Ice Poison Rock Dragon
0.5x △ Resists
Electric Flying Ghost Dark Steel
0x × Immune
Psychic

Learnable Moves (65)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Assurance physical 60 12 This move's power is doubled if the target has already taken damage during the turn this move is used.
Aura Wheel physical 110 12 Boosts the user's Speed stat by 1 stage. This move's type depends on Morpeko's form.
Baton Pass status - 20 The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bullet Seed physical 25 20 The user attacks 2 to 5 times in a row.
Charge status - 20 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Double-Edge physical 120 16 The user takes 1/3 of the damage dealt by this move.
Eerie Impulse status - 16 Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain status - 12 Turns the entire field into Electric Terrain for 5 turns.
Electro Ball special - 12 The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150).
Electroweb special 55 16 Lowers targets Speed stats by 1 stage.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
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.
Fake Out physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Flatter status - 16 Boosts the target's Sp. Atk statbyl stage and confuses it.
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.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
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.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Outrage physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Parting Shot status - 20 Lowers the target's Attack and Sp. Atk stats by 1 stage. The user then switches out of battle to be replaced by another party Pokémon.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Power Trip physical 20 12 This move's power is increased by 20 for each stage that the user's stats have been boosted.
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.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Quash status - 16 Causes the target to move last in the turn.
Quick Attack physical 40 20 —
Rapid Spin physical 20 20 Removes the Bound and Leech Seeded statuses from the user and removes the Sticky Web, Stealth Rock, Spikes, and Toxic Spikes statuses from the user's side. Boosts the user's Speed stat by 1 stage.
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).
Rising Voltage special 70 20 This move's power is doubled if the target is under the effect of Electric Terrain.
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.
Seed Bomb physical 80 16 —
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.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
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.
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.
Super Fang physical - 12 Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thrash physical 120 12 The user gains the Rampaging status, where for 2-3 turns the Pokémon continues its attack and is unable to take any other actions. After that, it becomes confused.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
Torment status - 16 Gives the target the Unable to Repeat status, where the Pokémon cannot use the same move twice in a row.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.