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Machamp sprite

#0068

Machamp

fighting1.6 m · 130.0 kg

Base stats — 505 total

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

Abilities

  • Guts
  • No Guard
  • Steadfast hidden

Learnset

What Machamp learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level16

  • 1Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • 1LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 1Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • 1RevengefightingPhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • 1Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.
  • 12Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • 16Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • 20Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • 24Vital ThrowfightingPhysical70 BP10 PPNever misses.
  • 31StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 36Dual ChopdragonPhysical40 BP90% acc15 PPHits twice in one turn.
  • 42Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • 48Seismic TossfightingPhysical100% acc20 PPInflicts damage equal to the user’s level.
  • 54Dynamic PunchfightingPhysical100 BP50% acc5 PPHas a chance to confuse the target.
  • 60Cross ChopfightingPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • 66Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.

TM/HM56

  • AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • Cross PoisonpoisonPhysical70 BP100% acc20 PPHas an increased chance for a critical hit and a chance to poison the target.
  • Darkest LariatdarkPhysical85 BP100% acc10 PPIgnores the target’s stat modifiers.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire BlastfireSpecial110 BP85% acc5 PPHas a chance to burn the target.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • Mega KicknormalPhysical120 BP75% acc5 PPInflicts regular damage with no additional effect.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RetaliatenormalPhysical70 BP100% acc5 PPHas double power if a friendly Pokémon fainted last turn.
  • RevengefightingPhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • Rock BlastrockPhysical25 BP90% acc10 PPHits 2-5 times in one turn.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • Throat ChopdarkPhysical80 BP100% acc15 PPPrevents the target from using sound-based moves for two turns.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.

Tutor1

  • CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.

Appears in — 25 games

Click a game to see the learnset as it works there; click again to go back to the latest.