Primeape
Sun

It has been known to become so angry that it dies as a result. Its face looks peaceful in death, however.

Moon

Some researchers theorize that Primeape remains angry even when inside a Poké Ball.

Ultra Sun

It will never forgive opponents who have angered it. Even after it has beaten them down until they can’t move, it never ever forgives.

Ultra Moon

The blood vessels in its brain are sturdier than those of other Pokémon, so it can stay healthy despite its constant raging.

Lets Go Pikachu/Lets Go Eevee

It stops being angry only when nobody else is around. To view this moment is very difficult.

Evolution Chain

mankey
Mankey
Level 28
primeape
Primeape

Pokédex Data

Classification Pig Monkey Pokémon
Height 1.0 m (3'03")
Weight 32.0 kg (70.5 lbs)
Abilities

Held Items

None in this generation.

Game Locations

  • Poni Plains West

Training

EV Yield +2 attack
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Focus Energy
30 Increases the user's chance to score a critical hit.
1 Fling
100% 10 Throws held item at the target; power depends on the item.
1 Final Gambit
100% 5 Inflicts damage equal to the user's remaining HP. User faints.
5 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
8 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
12 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
19 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
22 Cross Chop
100 80% 5 Has an increased chance for a critical hit.
26 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
30 Punishment
100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
35 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
39 Close Combat
120 100% 5 Lowers the user's Defense and Special Defense by one stage after inflicting damage.
44 Screech
85% 40 Lowers the target's Defense by two stages.
48 Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
53 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
57 Final Gambit
100% 5 Inflicts damage equal to the user's remaining HP. User faints.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Focus Energy
30 Increases the user's chance to score a critical hit.
1 Fling
100% 10 Throws held item at the target; power depends on the item.
1 Final Gambit
100% 5 Inflicts damage equal to the user's remaining HP. User faints.
5 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
8 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
12 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
19 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
22 Cross Chop
100 80% 5 Has an increased chance for a critical hit.
26 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
30 Punishment
100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
35 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
39 Close Combat
120 100% 5 Lowers the user's Defense and Special Defense by one stage after inflicting damage.
44 Screech
85% 40 Lowers the target's Defense by two stages.
48 Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
53 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
57 Final Gambit
100% 5 Inflicts damage equal to the user's remaining HP. User faints.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
1 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
1 Focus Energy
30 Increases the user's chance to score a critical hit.
1 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
1 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
5 Focus Energy
30 Increases the user's chance to score a critical hit.
8 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
13 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
16 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
21 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
24 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
33 U Turn
70 100% 20 User must switch out after attacking.
40 Screech
85% 40 Lowers the target's Defense by two stages.
49 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
56 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.

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.
TM08 Bulk Up
20 Raises the user's Attack and Defense by one stage.
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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM40 Aerial Ace
60 20 Never misses.
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.
TM47 Low Sweep
65 100% 20 Lowers the target's Speed by one stage.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM50 Overheat
130 90% 5 Lowers the user's Special Attack by two stages after inflicting damage.
TM52 Focus Blast
120 70% 5 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.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
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.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
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.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
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.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM03 Helping Hand
20 Ally's next move inflicts half more damage.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM18 U Turn
70 100% 20 User must switch out after attacking.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM26 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM30 Bulk Up
20 Raises the user's Attack and Defense by one stage.
TM31 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM39 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Dual Chop
40 90% 15 Hits twice in one turn.
Endeavor
100% 5 Lowers the target's HP to equal the user's.
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.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Role Play
10 Copies the target's ability.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
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.

Base Stats

Hp 65
Attack 105
Defense 60
Sp. Atk 60
Sp. Def 70
Speed 95
Total 455

Type Defenses

(vs. Gen 6+ rules)

2x
2x
0.5x
0.5x
0.5x
2x