Munkidori
Scarlet

The chain is made from toxins that enhance capabilities. It stimulated Munkidori's brain and caused the Pokémon's psychic powers to bloom.

Violet

Munkidori keeps itself somewhere safe while it toys with its foes, using psychokinesis to induce intense dizziness.

Pokédex Data

Classification Retainer Pokémon
Height 1.0 m (3'03")
Weight 12.2 kg (26.9 lbs)
Abilities

Training

EV Yield +3 Sp. Atk
Catch Rate 3
Base Friendship 0
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
1 Flatter
100% 15 Raises the target's Special Attack by one stage and confuses the target.
8 Helping Hand
20 Ally's next move inflicts half more damage.
16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
24 Clear Smog
50 15 Removes all of the target's stat modifiers.
32 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
48 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
56 Nasty Plot
20 Raises the user's Special Attack by two stages.
64 Future Sight
120 100% 10 Hits the target two turns later.
72 Parting Shot
100% 20 Lowers all targets' Attack and Special Attack by one stage. Makes the user switch out.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM05 Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM13 Acid Spray
40 100% 20 Lowers the target's Special Defense by two stages.
TM16 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
TM17 Confuse Ray
100% 10 Confuses the target.
TM18 Thief
60 100% 25 Takes the target's item.
TM20 Trailblaze
50 100% 20 No effect description available.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM29 Hex
65 100% 10 Has double power if the target has a major status ailment.
TM32 Swift
60 20 Never misses.
TM41 Stored Power
20 100% 10 Power is higher the more the user's stats have been raised, to a maximum of 31×.
TM42 Night Shade
100% 15 Inflicts damage equal to the user's level.
TM43 Fling
100% 10 Throws held item at the target; power depends on the item.
TM45 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM47 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM54 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
TM60 U Turn
70 100% 20 User must switch out after attacking.
TM61 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM70 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM75 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM80 Metronome
10 Randomly selects and uses any move in the game.
TM81 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM83 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM85 Rest
5 User sleeps for two turns, completely healing itself.
TM87 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM92 Imprison
10 Prevents the target from using any moves that the user also knows.
TM102 Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
TM103 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.
TM109 Trick
100% 10 User and target swap items.
TM114 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM120 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM129 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM130 Helping Hand
20 Ally's next move inflicts half more damage.
TM132 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
TM138 Psychic Terrain
10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TM140 Nasty Plot
20 Raises the user's Special Attack by two stages.
TM148 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM158 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM171 Tera Blast
80 100% 10 No effect description available.
TM175 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM177 Spite
100% 10 Lowers the PP of the target's last used move by 4.
TM191 Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
TM198 Poltergeist
110 90% 5 Inflicts regular damage with no additional effect.
TM199 Lash Out
75 100% 5 Inflicts regular damage with no additional effect.
TM203 Psych Up
10 Discards the user's stat changes and copies the target's.
TM214 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM217 Future Sight
120 100% 10 Hits the target two turns later.
TM228 Psychic Noise
75 100% 10 No effect description available.

Base Stats

Hp 88
Attack 75
Defense 66
Sp. Atk 130
Sp. Def 90
Speed 106
Total 555

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.25x
0.5x
2x
2x
2x
0.5x