Machop
Red/Blue

Loves to build its muscles. It trains in all styles of martial arts to become even stronger.

Yellow

Very powerful in spite of its small size. Its mastery of many types of martial arts makes it very tough.

Evolution Chain

machop
Machop
Level 28
machoke
Machoke
🔄
Trade
machamp
Machamp

Pokédex Data

Classification Superpower Pokémon
Height 0.8 m (2'07")
Weight 19.5 kg (43.0 lbs)
Abilities N/A in Gen I

Held Items

None in this generation.

Game Locations

  • Kanto Route 10 Area
  • Kanto Victory Road 2 1f
  • Kanto Victory Road 2 2f
  • Kanto Victory Road 2 3f
  • Rock Tunnel B1f
  • Rock Tunnel B2f

Training

EV Yield +1 attack
Catch Rate 180
Base Friendship 70
Growth Rate medium slow

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
20 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
25 Leer
100% 30 Lowers the target's Defense by one stage.
32 Focus Energy
30 Increases the user's chance to score a critical hit.
39 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
46 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
20 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
25 Leer
100% 30 Lowers the target's Defense by one stage.
32 Focus Energy
30 Increases the user's chance to score a critical hit.
39 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
46 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM05 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM17 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
TM18 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
TM19 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Fissure
30% 5 Causes a one-hit KO.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM35 Metronome
10 Randomly selects and uses any move in the game.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM40 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM48 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 70
Attack 80
Defense 50
Sp. Atk 35
Sp. Def 35
Speed 35
Total 305

Type Defenses

(vs. Gen 6+ rules)

2x
2x
0.5x
0.5x
0.5x
2x