Machamp
Sun

It unleashes megaton-level punches that send opponents flying clear over the horizon.

Moon

It can lift heavy loads with the greatest of ease. It can even heft dump trucks. But its clumsy fingers prevent it from doing any precision work.

Ultra Sun

It grasps its opponents with its four arms and twists them up in an intricate hold. People call it “the Machamp special.”

Ultra Moon

With four arms, it can attack and defend simultaneously. It’s said to have mastered every martial art in the world.

Lets Go Pikachu/Lets Go Eevee

One arm alone can move mountains. Using all four arms, this Pokémon fires off awesome punches.

Evolution Chain

machop
Machop
Level 28
machoke
Machoke
🔄
Trade
machamp
Machamp

Pokédex & Training Data

Classification Superpower Pokémon
Height 1.6 m (5'03")
Weight 130.0 kg (286.6 lbs)
Abilities
EV Yield +3 attack
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Kanto (R/B/Y) #068
Johto (G/S/C) #142
Hoenn (R/S/E) #075
Sinnoh (D/P) #042
Sinnoh (Plat.) #042
Johto (HG/SS) #144
Kalos (Coastal) #059
Hoenn (OR/AS) #077
Alola (S/M) #097
Alola (US/UM) #119
Galar (Sw/Sh) #140
Hisui #156
National #068

Held Items

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
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 Strength
80 100% 15 Inflicts regular damage with no additional effect.
1 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
1 Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
3 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
7 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
9 Foresight
— — 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.
13 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
15 Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
19 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
21 Knock Off
65 100% 20 Target drops its held item.
25 Vital Throw
70 — 10 Never misses.
27 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
33 Dual Chop
40 90% 15 Hits twice in one turn.
37 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
43 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
47 Cross Chop
100 80% 5 Has an increased chance for a critical hit.
53 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
57 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
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 Strength
80 100% 15 Inflicts regular damage with no additional effect.
1 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
1 Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
3 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
7 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
9 Foresight
— — 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.
13 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
15 Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
19 Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
21 Knock Off
65 100% 20 Target drops its held item.
25 Vital Throw
70 — 10 Never misses.
27 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
33 Dual Chop
40 90% 15 Hits twice in one turn.
37 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
43 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
47 Cross Chop
100 80% 5 Has an increased chance for a critical hit.
53 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
57 Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Let's Go
Lvl Name Class Power Acc. PP 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 Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
1 Strength
80 100% 15 Inflicts regular damage with no additional effect.
1 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
1 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
4 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
8 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
12 Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
16 Karate Chop
50 100% 25 Has an increased chance for a critical hit.
21 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
26 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
37 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
48 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.

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.
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.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
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.
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.
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.
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.
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.
TM03 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM05 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
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.
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.
TM37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM46 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM49 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Dual Chop
40 90% 15 Hits twice in one turn.
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.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Role Play
— — 10 Copies the target’s ability.
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.
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.

Base Stats

Hp 90
Attack 130
Defense 80
Sp. Atk 65
Sp. Def 85
Speed 55
Total 505

Type Defenses

(vs. Gen 6+ rules)

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