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 #068 Machamp
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Machamp
Japan: Kairikie
カイリキー
French: Mackogneur
German: Machomei
Korean: 괴력몬
National: #068
Central Kalos: #---
Coastal Kalos: #059
Mountain Kalos: #---
Male :75%
Female :25%
Classification Height Weight Capture Rate Base Egg Steps
Superpower Pokémon 5'03"
1.6m
286.6lbs
130kg
455,120
Abilities: Guts - No Guard - Steadfast (Hidden Ability)
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%
Hidden Ability (Available):
Steadfast: Speed raises by one level every time the Pokémon flinches.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 3 Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Human-like
Evolutionary Chain
Locations
X Evolve Machoke
Y Evolve Machoke
Omega Ruby Evolve Machoke
Alpha Sapphire Evolve Machoke
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Wide Guard  
Prevents the user from being startled until the turn ends.
Low Kick  
Works better the later it is used in a turn.
Leer
Badly startles Pokémon that the audience has high expectations of.
Focus Energy  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Karate Chop  
Quite an appealing move.
7 Focus Energy  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
10 Karate Chop  
Quite an appealing move.
13 Low Sweep
Prevents the user from being startled until the turn ends.
19 Foresight
Badly startles Pokémon that used a move of the same type.
22 Seismic Toss  
An appealing move that can be used repeatedly without boring the audience.
25 Revenge  
Works great if the user goes last this turn.
32 Vital Throw  
Works great if the user goes last this turn.
36 Submission  
A very appealing move, but after using this move, the user is more easily startled.
40 Wake-Up Slap  
Affected by how well the previous Pokémon's move went.
44 Cross Chop  
Affected by how well the previous Pokémon's move went.
51 Scary Face  
Brings down the energy of any Pokémon that have already used a move this turn.
55 Dynamic Punch
Badly startles Pokémon that the audience has high expectations of.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Wide Guard  
Prevents the user from being startled until the turn ends.
Low Kick  
Works better the later it is used in a turn.
Leer
Badly startles Pokémon that the audience has high expectations of.
Focus Energy  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Karate Chop  
Quite an appealing move.
3 Focus Energy  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
7 Karate Chop  
Quite an appealing move.
9 Foresight
Badly startles Pokémon that used a move of the same type.
13 Low Sweep
Prevents the user from being startled until the turn ends.
15 Seismic Toss  
An appealing move that can be used repeatedly without boring the audience.
19 Revenge  
Works great if the user goes last this turn.
21 Knock Off
Badly startles all of the Pokémon to act before the user.
25 Vital Throw  
Works great if the user goes last this turn.
27 Wake-Up Slap  
Affected by how well the previous Pokémon's move went.
33 Dual Chop
Badly startles Pokémon that used a move of the same type.
37 Submission  
A very appealing move, but after using this move, the user is more easily startled.
43 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
47 Cross Chop  
Affected by how well the previous Pokémon's move went.
53 Scary Face  
Brings down the energy of any Pokémon that have already used a move this turn.
57 Dynamic Punch
Badly startles Pokémon that the audience has high expectations of.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM08 Bulk Up  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM23 Smack Down
Badly startles Pokémon that the audience has high expectations of.
TM26 Earthquake
Badly startles all Pokémon that successfully showed their appeal.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM35 Flamethrower  
Quite an appealing move.
TM38 Fire Blast  
Works better the more the crowd is excited.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM47 Low Sweep
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM52 Focus Blast  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM59 Incinerate  
Makes audience expect little of other contestants.
TM66 Payback  
Works great if the user goes last this turn.
TM67 Retaliate  
Affected by how well the previous Pokémon's move went.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM71 Stone Edge  
Affected by how well the previous Pokémon's move went.
TM78 Bulldoze
Badly startles the last Pokémon to act before the user.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM84 Poison Jab  
Quite an appealing move.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM04 Strength  
Quite an appealing move.
Egg Moves (Details)
Attack NameTypeAppealJam  
Bullet Punch   Details
Causes the user to move earlier on the next turn.
Close Combat   Details
A very appealing move, but after using this move, the user is more easily startled.
Counter   Details
Works great if the user goes last this turn.
Encore   Details
Makes the remaining Pokémon nervous.
Fire Punch   Details
Quite an appealing move.
Heavy Slam   Details
Works great if the user goes last this turn.
Ice Punch   Details
Quite an appealing move.
Knock Off Details
Badly startles all of the Pokémon to act before the user.
Meditate   Details
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Power Trick   Details
Works well if it is the same type as the move used by the last Pokémon.
Quick Guard   Details
Works great if the user goes first this turn.
Rolling Kick   Details
Quite an appealing move.
Smelling Salts   Details
Affected by how well the previous Pokémon's move went.
Thunder Punch   Details
Quite an appealing move.
Tickle   Details
Brings down the energy of any Pokémon that have already used a move this turn.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Dual Chop
Badly startles Pokémon that used a move of the same type.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Helping Hand  
Quite an appealing move.
Ice Punch  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Low Kick  
Works better the later it is used in a turn.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Thunder Punch  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Work Up   Gen V TM83
Excites the audience a lot if used first.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Vacuum Wave   Move Tutor - PtHGSS
Causes the user to move earlier on the next turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Punch   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Metronome   Move Tutor - FRLG
Effectiveness varies depending on when it is used.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 505 90 130 80 65 85 55
Max Stats
Hindering Nature
Lv. 50 150 - 197 121 - 163 76 - 118 63 - 105 81 - 123 54 - 96
Lv. 100 290 - 384 238 - 323 148 - 233 121 - 206 157 - 242 103 - 188
Max Stats
Neutral Nature
Lv. 50 150 - 197 135 - 182 85 - 132 70 - 117 90 - 137 60 - 107
Lv. 100 290 - 384 265 - 359 165 - 259 135 - 229 175 - 269 115 - 209
Max Stats
Beneficial Nature
Lv. 50 150 - 197 148 - 200 93 - 145 77 - 128 99 - 150 66 - 117
Lv. 100 290 - 384 291 - 394 181 - 284 148 - 251 192 - 295 126 - 229

<--- #067
Machoke
#069
Bellsprout
--->

 
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