Munna
Omega RubyX

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

Alpha SapphireY

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

Evolution Chain

munna
Munna
moon-stone moon stone
musharna
Musharna

Pokédex Data

Classification Dream Eater Pokémon
Height 0.6 m (1'12")
Weight 23.3 kg (51.4 lbs)
Abilities

Training

EV Yield +1 hp
Catch Rate 190
Base Friendship 70
Growth Rate fast
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

X/Y
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×.
OR/AS
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

X/Y
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.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
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.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
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.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
10 User and target swap abilities.
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

X/YOR/AS
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.
Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
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