
#68 · Superpower Pokémon
Machamp
fightingIn close combat, its four arms afford it offensive and defensive supremacy. In but a blink, this valiant Pokémon can overwhelm its foes with more than 1,000 blows from its fists.

Machamp
fightingBase stats
HP90
Attack130
Defense80
Sp. Atk65
Sp. Def85
Speed55
Total505
Abilities
Learnable moves 66
| Move | Type | Class | Power | Acc | PP |
|---|---|---|---|---|---|
| Assurance Power is doubled if the target has already received damage this turn. | dark | physical | 60 | 100% | 10 |
| Attract Infatuates the target. | normal | status | — | 100% | 15 |
| Body Slam 30% chance to paralyze the target. | normal | physical | 85 | 100% | 15 |
| Brick Break Destroys Reflect and Light Screen. | fighting | physical | 75 | 100% | 15 |
| Brutal Swing Inflicts regular damage with no additional effect. | dark | physical | 60 | 100% | 20 |
| Bulk Up Raises the user's Attack by 1 stage. Raises the user's Defense by 1 stage. | fighting | status | — | — | 20 |
| Bulldoze Lowers every other Pokémon's Speed by 1 stage. | ground | physical | 60 | 100% | 20 |
| Bullet Punch Priority +1: usually moves first. | steel | physical | 40 | 100% | 30 |
| Close Combat Lowers the user's Defense by 1 stage. Lowers the user's Sp. Def by 1 stage. | fighting | physical | 120 | 100% | 5 |
| Coaching Raises the user and its allies' Attack by 1 stage. Raises the user and its allies' Defense by 1 stage. | fighting | status | — | — | 10 |
| Counter Priority -5: usually moves last. | fighting | physical | — | 100% | 20 |
| Cross Chop Critical hit ratio raised by 1. | fighting | physical | 100 | 80% | 5 |
| Cross Poison 10% chance to poison the target. Critical hit ratio raised by 1. | poison | physical | 70 | 100% | 20 |
| Darkest Lariat Ignores the target’s stat modifiers. | dark | physical | 85 | 100% | 10 |
| Detect Inflicts protect on the user. Priority +4: usually moves first. | fighting | status | — | — | 5 |
| Dig User digs underground, dodging all attacks, and hits next turn. | ground | physical | 80 | 100% | 10 |
| Double-Edge User takes 33% of the damage dealt as recoil. | normal | physical | 120 | 100% | 15 |
| Drain Punch User recovers 50% of the damage dealt. | fighting | physical | 75 | 100% | 10 |
| Dynamic Punch Confuses the target for 2 to 5 turns. | fighting | physical | 100 | 50% | 5 |
| Earthquake Inflicts regular damage and can hit Dig users. | ground | physical | 100 | 100% | 10 |
| Encore Forces the target to repeat its last used move every turn for 2 to 6 turns. | normal | status | — | 100% | 5 |
| Endure Priority +4: usually moves first. | normal | status | — | — | 10 |
| Facade Power doubles if user is burned, paralyzed, or poisoned. | normal | physical | 70 | 100% | 20 |
| Fire Blast 10% chance to burn the target. | fire | special | 110 | 85% | 5 |
| Fire Punch 10% chance to burn the target. | fire | physical | 75 | 100% | 15 |
| Flamethrower 10% chance to burn the target. | fire | special | 90 | 100% | 15 |
| Fling Throws held item at the target; power depends on the item. | dark | physical | — | 100% | 10 |
| Focus Blast 10% chance to lower the target's Sp. Def by 1 stage. | fighting | special | 120 | 70% | 5 |
| Focus Energy Increases the user’s chance to score a critical hit. | normal | status | — | — | 30 |
| Giga Impact User foregoes its next turn to recharge. | normal | physical | 150 | 90% | 5 |
| Heavy Slam Power is higher when the user weighs more than the target, up to a maximum of 120. | steel | physical | — | 100% | 10 |
| Helping Hand Priority +5: usually moves first. | normal | status | — | — | 20 |
| High Horsepower Inflicts regular damage with no additional effect. | ground | physical | 95 | 95% | 10 |
| Hyper Beam User foregoes its next turn to recharge. | normal | special | 150 | 90% | 5 |
| Ice Punch 10% chance to freeze the target. | ice | physical | 75 | 100% | 15 |
| Knock Off Target drops its held item. | dark | physical | 65 | 100% | 20 |
| Light Screen Reduces damage from special attacks by 50% for five turns. | psychic | status | — | — | 30 |
| Low Kick Inflicts more damage to heavier targets, with a maximum of 120 power. | fighting | physical | — | 100% | 20 |
| Low Sweep Lowers the target's Speed by 1 stage. | fighting | physical | 65 | 100% | 20 |
| Mega Kick Inflicts regular damage with no additional effect. | normal | physical | 120 | 75% | 5 |
| Payback Power is doubled if the target has already moved this turn. | dark | physical | 50 | 100% | 10 |
| Poison Jab 30% chance to poison the target. | poison | physical | 80 | 100% | 20 |
| Protect Inflicts protect on the user. Priority +4: usually moves first. | normal | status | — | — | 10 |
| Quick Guard Priority +3: usually moves first. | fighting | status | — | — | 15 |
| Rain Dance Changes the weather to rain for five turns. | water | status | — | — | 5 |
| Rest User sleeps for two turns, completely healing itself. | psychic | status | — | — | 5 |
| Reversal Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | fighting | physical | — | 100% | 15 |
| Rock Blast Hits 2 to 5 times. | rock | physical | 25 | 90% | 10 |
| Rock Slide 30% chance to make opposing Pokémon flinch. | rock | physical | 75 | 90% | 10 |
| Rock Tomb Lowers the target's Speed by 1 stage. | rock | physical | 60 | 95% | 15 |
| Round Has double power if it’s used more than once per turn. | normal | special | 60 | 100% | 15 |
| Scary Face Lowers the target's Speed by 2 stages. | normal | status | — | 100% | 10 |
| Seismic Toss Inflicts damage equal to the user’s level. | fighting | physical | — | 100% | 20 |
| Sleep Talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | normal | status | — | — | 10 |
| Snore 30% chance to make the target flinch. | normal | special | 50 | 100% | 15 |
| Stomping Tantrum Has double power if the user’s last move failed. | ground | physical | 75 | 100% | 10 |
| Stone Edge Critical hit ratio raised by 1. | rock | physical | 100 | 80% | 5 |
| Storm Throw Always lands a critical hit. | fighting | physical | 60 | 100% | 10 |
| Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | normal | status | — | — | 10 |
| Sunny Day Changes the weather to sunny for five turns. | fire | status | — | — | 5 |
| Superpower Lowers the user's Attack by 1 stage. Lowers the user's Defense by 1 stage. | fighting | physical | 120 | 100% | 5 |
| Thief Takes the target’s item. | dark | physical | 60 | 100% | 25 |
| Throat Chop Silences the target. | dark | physical | 80 | 100% | 15 |
| Thunder Punch 10% chance to paralyze the target. | electric | physical | 75 | 100% | 15 |
| Tickle Lowers the target's Attack by 1 stage. Lowers the target's Defense by 1 stage. | normal | status | — | 100% | 20 |
| Wide Guard Priority +3: usually moves first. | rock | status | — | — | 10 |