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198 - Murkrow

TypeAbility

(1) Prankster
(2) Super Luck
(HA) Prankster
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Murkrow
Use Dusk Stone
Honchkrow

Stats

HP
60
ATK
85
DEF
42
SPA
85
SPD
42
SPE
91
BST
405

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Astonish3510015Priority: 0. Has a 30% chance to make the target flinch.
1Peck3510035Priority: 0. Inflicts regular damage.
5Pursuit4010020Priority: 0. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power.

This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me.
9HazeNoneNone30Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
12ScreechNone8540Priority: 0. Lowers the target's Defense by two stages.
15Feint Attack60None20Priority: 0. Ignores accuracy and evasion modifiers.
18Night ShadeNone10015Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.
21Wing Attack6010035Priority: 0. Inflicts regular damage.
24Assurance6010010Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power.
27TormentNone10015Priority: 0. Prevents the target from attempting to use the same move twice in a row.
30Mean LookNoneNone5Priority: 0. The target cannot switch out normally. Ignores accuracy and evasion modifiers.
33Sucker Punch701005Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
36Drill Peck8010020Priority: 0. Inflicts regular damage.
40TailwindNoneNone15Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
44Feather DanceNone10015Priority: 0. Lowers the target's Attack by two stages.
48Night Slash7010015Priority: 0. User's critical hit rate is one level higher when using this move.
52Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
56Perish SongNoneNone5Priority: 0. Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon's counter reaches zero, that Pokémon faints.
60Brave Bird12010015Priority: 0. User takes 1/3 the damage it inflicts in recoil.
64Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM17ProtectNoneNone10Priority: 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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM40Aerial Ace60None20Priority: 0. Ignores accuracy and evasion modifiers.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM58Hurricane110805Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM60QuashNone10015Priority: 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.
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM88Pluck6010020Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.

If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect.

If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM2Fly8010015Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
Heat Wave1009010Priority: 0. Has a 10% chance to burn the target.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
RoostNoneNone10Priority: 0. Heals the user for half its max HP. If the user is flying, its flying type is ignored until the end of this turn.
Sky Attack140905Priority: 0. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch.

This move cannot be selected by sleep talk.
Sleep TalkNoneNone10Priority: 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.
SnatchNoneNone10Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
TailwindNoneNone15Priority: 0. For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.
Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.

Encounter Locations

Location     Level Spawn Percent
Celestial Tower 2F Floor 39-42 5.0
Celestial Tower 3F Floor 40-43 5.0
Celestial Tower 4F Floor 40-43 5.0
Celestial Tower Roof Floor 40-44 5.0
Lostlorn Forest Dark Grass (Doubles)   39-41 10.0
Lostlorn Forest Grass   27-29 5.0
Pinwheel Forest - Inside Dark Grass (Doubles)   68 5.0
Pinwheel Forest - Inside Hidden Grotto: Deep in the Woods   ?? 3.75