#068 Machamp

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Machamp
Japan: Kairiky
カイリキー
French: Mackogneur
German: Machomei
Korean: 괴력몬
National: #068
Male :50%
Female :50%
Fighting-type
Classification Height Weight
Superpower Pokémon 5'03"
1.6m
286.6lbs
130kg
Abilities: Guts - No Guard - Steadfast
Guts: Attack is increased by 50% when induced with a status (BURN, PARALYZE, SLEEP, POISON, FREEZE). Burn’s effect of lowering Attack is not applied.
No Guard: The accuracy of all moves known by this Pokémon and all Pokémon targeting this Pokémon raises to 100% :
Steadfast: Speed raises by one level every time the Pokémon flinches.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *1 *1 *1 *1 *1 *1 *2 *2 *0.5 *0.5 *1 *1 *0.5 *1 *2
Evolutionary Chain
Machamp

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Assurance Assurance - Dark-type Assurance: Physical Move 60 100 --
This move's power is doubled if the target has already taken damage during the turn this move is used.
Attract Attract - Normal-type Attract: Other Move -- 100 --
Gives 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.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
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 Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Brutal Swing Brutal Swing - Dark-type Brutal Swing: Physical Move 60 100 --
Bulk Up Bulk Up - Fighting-type Bulk Up: Other Move -- 101 --
Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Bullet Punch Bullet Punch - Steel-type Bullet Punch: Physical Move 40 100 --
Close Combat Close Combat - Fighting-type Close Combat: Physical Move 120 100 --
Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching Coaching - Fighting-type Coaching: Other Move -- 101 --
Boosts allies' Attack and Defense stats by 1 stage.
Counter Counter - Fighting-type Counter: Physical Move ?? 100 --
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 Cross Chop - Fighting-type Cross Chop: Physical Move 100 80 --
This move has a 1-stage Critical-Hit Ratio Boost.
Cross Poison Cross Poison - Poison-type Cross Poison: Physical Move 70 100 10
Has a 10% chance of poisoning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Darkest Lariat Darkest Lariat - Dark-type Darkest Lariat: Physical Move 85 100 --
This move ignores the target's stat changes when dealing damage.
Detect Detect - Fighting-type Detect: Other Move -- 101 --
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 Dig - Ground-type Dig: Physical Move 80 100 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Double-Edge Double-Edge - Normal-type Double-Edge: Physical Move 120 100 --
The user takes 1/3 of the damage dealt by this move.
Drain Punch Drain Punch - Fighting-type Drain Punch: Physical Move 75 100 --
The user's HP is restored by 1/2 of the damage dealt by this move.
Dynamic Punch Dynamic Punch - Fighting-type Dynamic Punch: Physical Move 100 50 100
Confuses the target.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 --
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 Encore - Normal-type Encore: Other Move -- 100 --
Gives the target the Encore status.
Endure Endure - Normal-type Endure: Other Move -- 101 --
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 Facade - Normal-type Facade: Physical Move 70 100 --
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 Fire Blast - Fire-type Fire Blast: Special Move 110 85 10
Has a 10% chance of burning the target.
Fire Punch Fire Punch - Fire-type Fire Punch: Physical Move 75 100 10
Has a 10% chance of burning the target.
Flamethrower Flamethrower - Fire-type Flamethrower: Special Move 90 100 10
Has a 10% chance of burning the target.
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
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 Focus Blast - Fighting-type Focus Blast: Special Move 120 70 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy Focus Energy - Normal-type Focus Energy: Other Move -- 101 --
The user gains a 2-stage Critical-Hit Ratio Boost.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Heavy Slam Heavy Slam - Steel-type Heavy Slam: Physical Move ?? 100 --
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 Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
High Horsepower High Horsepower - Ground-type High Horsepower: Physical Move 95 95 --
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 --
The user gains the Recharging status on the turn after this move is used.
Ice Punch Ice Punch - Ice-type Ice Punch: Physical Move 75 100 10
Has a 10% chance of freezing the target.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 --
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 Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Low Kick Low Kick - Fighting-type Low Kick: Physical Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 --
Payback Payback - Dark-type Payback: Physical Move 50 100 --
This move's power is doubled if the user attacks after the target.
Poison Jab Poison Jab - Poison-type Poison Jab: Physical Move 80 100 30
Has a 30% chance of poisoning the target.
Protect Protect - Normal-type Protect: Other Move -- 101 --
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 Quick Guard - Fighting-type Quick Guard: Other Move -- 101 --
The user protects itself and its allies from priority moves for the turn.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
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 Reversal - Fighting-type Reversal: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rock Blast Rock Blast - Rock-type Rock Blast: Physical Move 25 90 --
The user attacks 2 to 5 times in a row.
Rock Slide Rock Slide - Rock-type Rock Slide: Physical Move 75 90 30
Has a 30% chance of making targets flinch.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 --
Lowers the target's Speed stat by 1 stage.
Round Round - Normal-type Round: Special Move 60 100 --
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 Scary Face - Normal-type Scary Face: Other Move -- 100 --
Lowers the target's Speed stat by 2 stages.
Seismic Toss Seismic Toss - Fighting-type Seismic Toss: Physical Move ?? 100 --
Deals 50 HP of damage.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Stomping Tantrum Stomping Tantrum - Ground-type Stomping Tantrum: Physical Move 75 100 --
This move's power is doubled if the user couldn't act or its move missed or failed on the previous turn.
Stone Edge Stone Edge - Rock-type Stone Edge: Physical Move 100 80 --
This move has a 1-stage Critical-Hit Ratio Boost.
Storm Throw Storm Throw - Fighting-type Storm Throw: Physical Move 60 100 --
Always a critical hit.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
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 Sunny Day - Fire-type Sunny Day: Other Move -- 101 --
Summons harsh sunlight for 5 turns.
Superpower Superpower - Fighting-type Superpower: Physical Move 120 100 --
Lowers the user's Attack and Defense stats by 1 stage.
Thief Thief - Dark-type Thief: Physical Move 60 100 --
If the user is not already holding an item it steals the target's held item.
Throat Chop Throat Chop - Dark-type Throat Chop: Physical Move 80 100 100
Gives the target the Throat Chopped status.
Thunder Punch Thunder Punch - Electric-type Thunder Punch: Physical Move 75 100 10
Has a 10% chance of paralyzing the target.
Tickle Tickle - Normal-type Tickle: Other Move -- 100 --
Lowers the target's Attack and Defense stats by 1 stage.
Wide Guard Wide Guard - Rock-type Wide Guard: Other Move -- 101 --
During the turn this move is used the user protects its side from moves that target all allies.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 505 90 130 80 65 85 55
Max Stats
Hindering Nature
Standard 165 - 197 135 - 163 90 - 118 76 - 105 94 - 123 67 - 96
Max Stats
Neutral Nature
Standard 165 - 197 150 - 182 100 - 132 85 - 117 105 - 137 75 - 107
Max Stats
Beneficial Nature
Standard 165 - 197 165 - 200 110 - 145 93 - 128 115 - 150 82 - 117
90
130
80
55
85
65

<--- Alakazam #065
Alakazam
#071
Victreebel
Victreebel --->