Musharna
Sword

When dark mists emanate from its body, don’t get too near. If you do, your nightmares will become reality.

Evolution Chain

munna
Munna
musharna
Musharna

Pokédex & Training Data

Classification Drowsing Pokémon
Height 1.1 m (3'07")
Weight 60.5 kg (133.4 lbs)
Abilities
EV Yield +2 hp
Catch Rate 75
Base Friendship 70
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #024
Unova (B2/W2) #087
Galar (Sw/Sh) #091
National #518

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
1 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
1 Hypnosis
— 60% 20 Puts the target to sleep.
1 Defense Curl
— — 40 Raises user’s Defense by one stage.
1 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
1 Moonlight
— — 5 Heals the user by half its max HP. Affected by weather.
1 Future Sight
120 100% 10 Hits the target two turns later.
1 Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
1 Yawn
— — 10 Target sleeps at the end of the next turn.
1 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
1 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
1 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
1 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
1 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
1 Moonblast
95 100% 15 Has a 30% chance to lower the target’s Special Attack by one stage.
1 Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM14 Thunder Wave
— 90% 20 Paralyzes the target.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM18 Reflect
— — 20 Reduces damage from physical attacks by half.
TM19 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 — 20 Never misses.
TM41 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM44 Imprison
— — 10 Prevents the target from using any moves that the user also knows.
TM48 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM60 Power Swap
— — 10 User swaps Attack and Special Attack changes with the target.
TM61 Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM71 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM91 Psychic Terrain
— — 10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR17 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
TR20 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.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR33 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR38 Trick
— 100% 10 User and target swap items.
TR40 Skill Swap
— — 10 User and target swap abilities.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR52 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TR65 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR83 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
TR92 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.
Misty Explosion
100 100% 5 Inflicts regular damage with no additional effect.

Base Stats

Hp 116
Attack 55
Defense 85
Sp. Atk 107
Sp. Def 95
Speed 29
Total 487

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x