Machamp

Machamp

Rank #175Fighting

HP
165
Atk
150
Def
100
SpA
85
SpD
105
Spe
75
Total680

Usage Format

Machamp Abilities

Machamp Type Effectiveness

Weak to

Flying2×Psychic2×Fairy2×

Resistant to

Rock½×Bug½×Dark½×

Immune to

—

Damaged normally by

Normal1×Fighting1×Poison1×Ground1×Ghost1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×

Machamp Moves

Usage Move Type Category Target Power Acc PP Prio Description
77.4%Dynamic PunchFightingPhysicalSingle1005080Confuses the target.
55.6%Stone EdgeRockPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
42.7%Wide GuardRockStatusOwn Side—∞12+3During the turn this move is used, the user protects its side from moves that target all allies.
33.5%Bullet PunchSteelPhysicalSingle4010020+1—
30.9%Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
15.4%Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
15%ProtectNormalStatusSelf—∞8+4The 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.
13.9%DetectFightingStatusSelf—∞8+4The 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.
13.3%Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
8.2%Cross ChopFightingPhysicalSingle1008080This move has a 1-stage Critical-Hit Ratio Boost.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has 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.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—CounterFightingPhysicalVaries—10020-5The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
—Seismic TossFightingPhysicalSingle—100200Deals 50 HP of damage.
—EarthquakeGroundPhysicalAll100100120This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—Focus EnergyNormalStatusSelf—∞200The user gains a 2-stage Critical-Hit Ratio Boost.
—Fire BlastFireSpecialSingle1108580Has a 10% chance of burning the target.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—EndureNormalStatusSelf—∞12+4During 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.
—AttractNormalStatusSingle—100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—FacadeNormalPhysicalSingle70100200This 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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—SuperpowerFightingPhysicalSingle12010080Lowers the user’s Attack and Defense stats by 1 stage.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—TickleNormalStatusSingle—100200Lowers the target’s Attack and Defense stats by 1 stage.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—Rock BlastRockPhysicalSingle2590120The user attacks 2 to 5 times in a row.
—Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—AssuranceDarkPhysicalSingle60100120This move’s power is doubled if the target has already taken damage during the turn this move is used.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Cross PoisonPoisonPhysicalSingle70100200Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
—Storm ThrowFightingPhysicalSingle60100120Always a critical hit.
—Heavy SlamSteelPhysicalSingle—100120The 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.
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—RoundNormalSpecialSingle60100160If multiple Pokemon 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.
—Quick GuardFightingStatusOwn Side—∞16+3The user protects itself and its allies from priority moves for the turn.
—BulldozeGroundPhysicalAll60100200Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
—Darkest LariatDarkPhysicalSingle85100120This move ignores the target’s stat changes when dealing damage.
—High HorsepowerGroundPhysicalSingle9595120—
—Throat ChopDarkPhysicalSingle80100160Gives the target the Throat Chopped status.
—Brutal SwingDarkPhysicalAll60100200—
—Stomping TantrumGroundPhysicalSingle75100120This move’s power is doubled if the user couldn’t act or its move missed or failed on the previous turn.
—CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.