Grumpig
No entry available for this game era.

Evolution Chain

spoink
Spoink
Level 32
grumpig
Grumpig

Pokédex & Training Data

Classification Manipulate Pokémon
Height 0.9 m (2'11")
Weight 71.5 kg (157.6 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Hoenn (R/S/E) #111
Unova (B2/W2) #207
Kalos (Coastal) #008
Hoenn (OR/AS) #116
Paldea (S/V) #112
National #326
Kitakami #126

Held Items

None in this generation.

Game Locations

Ultra Space Wilds Crag

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
1 Splash
— — 40 Does nothing.
1 Teeter Dance
— 100% 20 Confuses the target.
1 Odor Sleuth
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
1 Belch
120 90% 10 Can only be used after the user has eaten a berry.
7 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
10 Odor Sleuth
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
14 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
15 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
18 Confuse Ray
— 100% 10 Confuses the target.
21 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
26 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
29 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
35 Rest
— — 5 User sleeps for two turns, completely healing itself.
35 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
42 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
46 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
52 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
60 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
1 Splash
— — 40 Does nothing.
1 Teeter Dance
— 100% 20 Confuses the target.
1 Odor Sleuth
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
1 Belch
120 90% 10 Can only be used after the user has eaten a berry.
7 Psywave
— 100% 15 Inflicts damage between 50% and 150% of the user’s level.
10 Odor Sleuth
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
14 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
15 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
18 Confuse Ray
— 100% 10 Confuses the target.
21 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
26 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
29 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
35 Rest
— — 5 User sleeps for two turns, completely healing itself.
35 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
42 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
46 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
52 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
60 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Covet
60 100% 25 Takes the target’s item.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Heal Bell
— — 5 Cures the entire party of major status effects.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
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.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 80
Attack 45
Defense 65
Sp. Atk 90
Sp. Def 110
Speed 80
Total 470

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x