Munna
Black

Munna always float in the air. People whose dreams are eaten by them forget what the dreams had been about.

White

It eats the dreams of people and Pokémon. When it eats a pleasant dream, it expels pink-colored mist.

Black 2/White 2

This Pokémon appears before people and Pokémon who are having nightmares and eats those dreams.

Evolution Chain

munna
Munna
musharna
Musharna

Pokédex & Training Data

Classification Dream Eater Pokémon
Height 0.6 m (1'12")
Weight 23.3 kg (51.4 lbs)
Abilities
EV Yield +1 hp
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #023
Unova (B2/W2) #086
Galar (Sw/Sh) #090
National #517

Game Locations

Dreamyard Area
Dreamyard B1f

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
5 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
7 Yawn
— — 10 Target sleeps at the end of the next turn.
11 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
13 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
17 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
19 Hypnosis
— 60% 20 Puts the target to sleep.
23 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
25 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
29 Nightmare
— 100% 15 Target loses 1/4 its max HP every turn as long as it’s asleep.
31 Future Sight
120 100% 10 Hits the target two turns later.
35 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
37 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
41 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
43 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
47 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
5 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
7 Yawn
— — 10 Target sleeps at the end of the next turn.
11 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
13 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
17 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
19 Hypnosis
— 60% 20 Puts the target to sleep.
23 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
25 Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
29 Nightmare
— 100% 15 Target loses 1/4 its max HP every turn as long as it’s asleep.
31 Future Sight
120 100% 10 Hits the target two turns later.
35 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
37 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
41 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
43 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
47 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Trick
— 100% 10 User and target swap items.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Barrier
— — 20 Raises the user’s Defense by two stages.
Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Sonic Boom
— 90% 20 Inflicts 20 points of damage.
Swift
60 — 20 Never misses.

Base Stats

Hp 76
Attack 25
Defense 45
Sp. Atk 67
Sp. Def 55
Speed 24
Total 292

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x