Munchlax
Sun

It needs to consume its own weight in food every day. As far as flavor is concerned, it’s indifferent.

Moon

When it finds something that looks like it might be edible, it goes right ahead and swallows it whole. That’s why it gets fatter day by day.

Ultra Sun

It hides food under its long fur, but it sometimes forgets about it and causes a stinky disturbance.

Ultra Moon

Anything that looks edible, Munchlax will go on and swallow whole. Its stomach is tough enough to handle it even if the food has gone rotten.

Evolution Chain

munchlax
Munchlax
😊
High Friendship
snorlax
Snorlax

Pokédex Data

Classification Big Eater Pokémon
Height 0.6 m (1'12")
Weight 105.0 kg (231.5 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 1 South

Training

EV Yield +1 hp
Catch Rate 50
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Metronome
10 Randomly selects and uses any move in the game.
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
1 Recycle
10 User recovers the item it last used up.
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 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
4 Defense Curl
40 Raises user's Defense by one stage.
9 Amnesia
20 Raises the user's Special Defense by two stages.
12 Lick
30 100% 30 Has a 30% chance to paralyze the target.
17 Chip Away
70 100% 20 Ignores the target's stat modifiers.
20 Screech
85% 40 Lowers the target's Defense by two stages.
25 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
28 Stockpile
20 Stores energy up to three times for use with Spit Up and Swallow.
33 Swallow
10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
36 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Fling
100% 10 Throws held item at the target; power depends on the item.
44 Belly Drum
10 User pays half its max HP to max out its Attack.
49 Natural Gift
100% 15 Power and type depend on the held berry.
50 Snatch
10 Steals the target's move, if it's self-targeted.
57 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Metronome
10 Randomly selects and uses any move in the game.
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
1 Recycle
10 User recovers the item it last used up.
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 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
4 Defense Curl
40 Raises user's Defense by one stage.
9 Amnesia
20 Raises the user's Special Defense by two stages.
12 Lick
30 100% 30 Has a 30% chance to paralyze the target.
17 Chip Away
70 100% 20 Ignores the target's stat modifiers.
20 Screech
85% 40 Lowers the target's Defense by two stages.
25 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
28 Stockpile
20 Stores energy up to three times for use with Spit Up and Swallow.
33 Swallow
10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
36 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Fling
100% 10 Throws held item at the target; power depends on the item.
44 Belly Drum
10 User pays half its max HP to max out its Attack.
49 Natural Gift
100% 15 Power and type depend on the held berry.
50 Snatch
10 Steals the target's move, if it's self-targeted.
57 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
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.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM94 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Covet
60 100% 25 Takes the target's item.
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.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
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.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Recycle
10 User recovers the item it last used up.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Shock Wave
60 20 Never misses.
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.
Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Belch
120 90% 10 Can only be used after the user has eaten a berry.
Charm
100% 20 Lowers the target's Attack by two stages.
Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Lick
30 100% 30 Has a 30% chance to paralyze the target.
Natural Gift
100% 15 Power and type depend on the held berry.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Self Destruct
200 100% 5 User faints.
Whirlwind
20 Immediately ends wild battles. Forces trainers to switch Pokémon.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 135
Attack 85
Defense 40
Sp. Atk 40
Sp. Def 85
Speed 5
Total 390

Type Defenses

(vs. Gen 6+ rules)

2x
0x