089 - Muk
Type | Ability | |
---|---|---|
(1) Poison Touch (2) Stench (HA) Poison Touch | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Grimer | Level 35 | Muk |
Stats
HP 105 | ATK 105 | DEF 75 | SPA 65 | SPD 100 | SPE 50 | BST 500 |
Wild Hold Items
- 50%: Black Sludge
- 1%: Toxic Orb
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Clear Smog | 50 | None | 15 | Priority: 0. All of the target's stat modifiers are reset to zero. | ||
1 | Curse | None | None | 10 | Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move. | ||
1 | Moonblast | 95 | 100 | 15 | Priority: 0. Has a 30% chance to lower the target's Special Attack by one stage. | ||
1 | Toxic Spikes | None | None | 20 | Priority: 0. Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity. If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed. rapid spin will remove this effect from its user's side of the field. defog will remove this effect from its target's side of the field. This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar. Pokémon entering the field due to baton pass are not affected by this effect. | ||
4 | Harden | None | None | 30 | Priority: 0. Raises the user's Defense by one stage. | ||
7 | Mud-Slap | 30 | 100 | 20 | Priority: 0. Has a 100% chance to lower the target's accuracy by one stage. | ||
10 | Disable | None | 100 | 20 | Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. | ||
13 | Sludge | 70 | 100 | 15 | Priority: 0. Has a 30% chance to poison the target. | ||
15 | Mud Bomb | 65 | 85 | 10 | Priority: 0. Has a 30% chance to lower the target's accuracy by one stage. | ||
17 | Minimize | None | None | 10 | Priority: 0. Raises the user's evasion by two stages. Stomp and Steamroller have double power against Pokémon that have used this move since entering the field. | ||
19 | Sludge | 70 | 100 | 15 | Priority: 0. Has a 30% chance to poison the target. | ||
21 | Shadow Sneak | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
23 | Haze | None | None | 30 | Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. | ||
25 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
27 | Fling | None | 100 | 10 | Priority: 0. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail. | ||
29 | Acid Spray | 40 | 100 | 20 | Priority: 0. Lowers the target's Special Defense by two stages. | ||
31 | Payback | 50 | 100 | 10 | Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power. | ||
34 | Screech | None | 85 | 40 | Priority: 0. Lowers the target's Defense by two stages. | ||
35 | Shadow Punch | 90 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
39 | Sludge Wave | 95 | 100 | 10 | Priority: 0. Has a 10% chance to poison the target. | ||
43 | Acid Armor | None | None | 20 | Priority: 0. Raises the user's Defense by two stages. | ||
47 | Mean Look | None | None | 5 | Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers. | ||
51 | Imprison | None | None | 10 | Priority: 0. Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. | ||
55 | Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. | ||
59 | Memento | None | 100 | 10 | Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM9 | Venoshock | 65 | 100 | 15 | Priority: 0. If the target is poisoned, this move has double power. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM19 | Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 0. Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM28 | Dig | 80 | 100 | 10 | Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM31 | Brick Break | 75 | 100 | 15 | Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage. | ||
TM34 | Sludge Wave | 95 | 100 | 10 | Priority: 0. Has a 10% chance to poison the target. | ||
TM35 | Flamethrower | 90 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
TM36 | Sludge Bomb | 90 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM38 | Fire Blast | 110 | 85 | 5 | Priority: 0. Has a 10% chance to burn the target. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM41 | Infestation | 20 | 100 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM45 | Power-Up Punch | 50 | 100 | 20 | Priority: 0. Raises the user's Attack by one stage. | ||
TM52 | Focus Blast | 120 | 70 | 5 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM59 | Incinerate | 60 | 100 | 15 | Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move. | ||
TM60 | Quash | None | 100 | 15 | Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
TM64 | Explosion | 250 | 100 | 5 | Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM84 | Poison Jab | 80 | 100 | 10 | Priority: 0. Has a 30% chance to poison the target. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist | ||
HM4 | Strength | 85 | 100 | 10 | Priority: 0. 10% Raise Attack |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Block | None | None | 5 | Priority: 0. The target cannot switch out normally. | ||
Dark Pulse | 80 | Never Miss | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
Fire Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to burn the target. | ||
Giga Drain | 80 | 100 | 10 | Priority: 0. Drains half the damage inflicted to heal the user. | ||
Gunk Shot | 120 | 80 | 5 | Priority: 0. Has a 30% chance to poison the target. | ||
Ice Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Thunder Punch | 75 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. |
Pre-Evolution Moves
Species | Method | Move |
---|---|---|
Grimer | Lvl 1 | Pound |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Castelia Sewers | Surf, Rippling Water | 35-45 | 5.0 |