machop
fighting

#066 machop

Superpower Pocket Monster — Loves to build its muscles. It trains in all styles of martial arts to become even stronger.

Base stats

HP 70
Attack 80
Defense 50
Sp. Atk 35
Sp. Def 35
Speed 35
Total 305

Profile

Height
0.8 m
Weight
19.5 kg
Capture rate
180 / 255
Growth
medium-slow
Gender
75% ♂ / 25% ♀
Egg groups
humanshape
Base EXP
61

Evolution

machop machoke (Lv 28)

How hard is it to catch

Its capture rate of 180 is an input to the formula, not a chance — so here is what that number is actually worth with each ball you can get, thrown the way the game throws: at a wild you have already beaten.

Ball Chance With a type medal Gold per catch
Poké Ball (×0.65) 13.1% 26.2% 1,374
Great Ball (×1.5) 30.2% 60.5% 1,786
Ultra Ball (×2.0) 40.3% 80.6% 2,679

Every throw is an independent roll, and a miss spends the ball anyway. The medal column is a maxed type medal for this species' type — the one multiplier here you can grow. A shiny is far harder than any of these, and only the Master Ball ignores the roll entirely.

Gold per catch is the ball's shop price divided by its chance — what an average catch costs you. A stronger ball is usually not the cheaper one: what it buys is fewer throws, which on a hunt you leave running is time and bag space rather than money.

Moves

Learned by leveling up

Level Move Type Class Power
1 Karate Chop Karate Chop normal physical Power 50 Accuracy 100% Cooldown 2.1s Range (px) 90 High crit Has an increased chance for a critical hit. normal physical 50
20 Low Kick Low Kick fighting physical Power 50 Accuracy 90% Cooldown 1.7s Range (px) 90 Flinch 30% Has a 30% chance to make the target flinch. fighting physical 50
25 Leer Leer normal status Power Accuracy 100% Cooldown 6.0s Range (px) 140 AoE (px) 90 DEF -1 Lowers the target’s Defense by one stage. normal status
32 Focus Energy Focus Energy normal status Power Accuracy Cooldown 7.0s Range (px) 140 Crit up Raises the user's critical-hit chance for 20 s. Casting it again stacks, up to 3 times. normal status
39 Seismic Toss Seismic Toss fighting physical Power Accuracy 100% Cooldown 4.5s Range (px) 140 Fixed dmg Inflicts damage equal to the attacking Pocket Monster’s own level, ignoring the target’s defences. fighting physical
46 Submission Submission fighting physical Power 80 Accuracy 80% Cooldown 2.3s Range (px) 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil. fighting physical 80

Learned by TM / HM

Move Type Class Power
Bide Bide normal physical Power Accuracy Cooldown 6.0s Range (px) 140 Bide Stores damage for 2 s, then strikes back for twice the total. normal physical
Body Slam Body Slam normal physical Power 85 Accuracy 100% Cooldown 3.5s Range (px) 90 paralysis 30% Has a chance to paralyze the target. Hits a Minimized target without fail, for double damage. normal physical 85
Counter Counter fighting physical Power Accuracy 100% Cooldown 5.0s Range (px) 140 Counter Inflicts twice the damage the user received from the last physical hit it took. fighting physical
Dig Dig ground physical Power 80 Accuracy 100% Cooldown 3.3s Range (px) 90 Cast 1.2s Burrows underground for 1.2 s, untouchable, then strikes from below. ground physical 80
Double Edge Double Edge normal physical Power 120 Accuracy 100% Cooldown 4.6s Range (px) 90 Recoil 33% Cast 1.5s User receives 1/3 the damage inflicted in recoil. normal physical 120
Double Team Double Team normal status Power Accuracy Cooldown 6.0s Range (px) 140 EVA +1 Raises the user’s evasion by one stage. normal status
Earthquake Earthquake ground physical Power 100 Accuracy 100% Cooldown 4.9s Range (px) 140 AoE (px) 90 Cast 1.5s Inflicts regular damage and can hit Dig users. ground physical 100
Fire Blast Fire Blast fire special Power 110 Accuracy 85% Cooldown 3.9s Range (px) 180 burn 10% Cast 1.5s Has a chance to burn the target. fire special 110
Fissure Fissure ground physical Power Accuracy 30% Cooldown 20.0s Range (px) 140 Cast 2s OHKO Causes a one-hit KO. ground physical
Mega Kick Mega Kick normal physical Power 120 Accuracy 75% Cooldown 3.7s Range (px) 90 Cast 1.5s Inflicts regular damage with no additional effect. normal physical 120
Mega Punch Mega Punch normal physical Power 80 Accuracy 85% Cooldown 2.7s Range (px) 90 Inflicts regular damage with no additional effect. normal physical 80
Metronome Metronome normal status Power Accuracy Cooldown 4.0s Range (px) 140 Random move Randomly selects and uses any move in the game. normal status
Mimic Mimic normal status Power Accuracy Cooldown 0.0s Range (px) 140 Mimic Borrows the target’s last used move into this slot. Once the borrowed move has been used and finished its cooldown, the slot goes back to Mimic. normal status
Rage Rage normal physical Power 20 Accuracy 100% Cooldown 1.0s Range (px) 90 Rage For 8 s, the user's Attack rises by one stage each time it is hit. normal physical 20
Rest Rest psychic status Power Accuracy Cooldown 25.0s Range (px) 140 Channel 6s Full heal + sleep The user sleeps for 6 s, recovering 100% of its max HP as it sleeps. Waking early keeps only the HP already restored. psychic status
Rock Slide Rock Slide rock physical Power 75 Accuracy 90% Cooldown 3.2s Range (px) 140 AoE (px) 90 Flinch 30% Has a chance to make the target flinch. rock physical 75
Seismic Toss Seismic Toss fighting physical Power Accuracy 100% Cooldown 4.5s Range (px) 140 Fixed dmg Inflicts damage equal to the attacking Pocket Monster’s own level, ignoring the target’s defences. fighting physical
Skull Bash Skull Bash normal physical Power 130 Accuracy 100% Cooldown 5.0s Range (px) 90 Cast 1.2s Charges for 1.2 s, then strikes. A hit that lands raises the user's Defense by one stage. normal physical 130
Strength Strength normal physical Power 80 Accuracy 100% Cooldown 3.3s Range (px) 90 Inflicts regular damage with no additional effect. normal physical 80
Submission Submission fighting physical Power 80 Accuracy 80% Cooldown 2.3s Range (px) 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil. fighting physical 80
Substitute Substitute normal status Power Accuracy Cooldown 18.0s Range (px) 140 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
Take Down Take Down normal physical Power 90 Accuracy 85% Cooldown 2.8s Range (px) 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil. normal physical 90
Toxic Toxic poison status Power Accuracy 90% Cooldown 18.0s Range (px) 140 poison Poisons the target, draining its HP for 16 s. poison status

Where to catch

Zone Levels Spawn weight
Porto de Vermilion 18–25 100