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Pokedex

Grumpig Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Grumpig, a Psychic type creature first seen in Generation 3. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Grumpig #0326
Manipulate Pokémon
Pokemon Profile
Pokédex Data
National No. #0326
Type psychic
Species Manipulate Pokémon
Height 0.9 m (3'0")
Weight 71.5 kg (157.7 lbs)
Abilities Thick fat,Own tempo,Gluttony
Color Purple
Introduced in Generation 3
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 80 18%
Attack 45 10%
Defense 65 14%
Sp. Atk 90 20%
Sp. Def 110 24%
Speed 80 18%
Total 470
Evolution
Pokemon 1
#0325
Spoink
Pokemon 1
#0326
Grumpig

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Grumpig learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
10 Growl The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. Status Normal 0 100 40
1 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
7 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
37 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
25 Confuse Ray The target is exposed to a sinister ray that triggers confusion. Status Ghost 0 100 10
1 Psywave The target is attacked with an odd psychic wave. The attack varies in intensity. Special Psychic 0 100 15
1 Splash The user just flops and splashes around to no effect at all... Status Normal 0 0 40
43 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
43 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
19 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
28 Magic Coat A barrier reflects back to the target moves like Leech Seed and moves that damage status. Status Psychic 0 0 15
32 Teeter Dance The user performs a wobbly dance that confuses the Pokémon around it. Status Normal 0 100 20
1 Odor Sleuth Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit. Status Normal 0 0 40
55 Bounce The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. Physical Flying 85 85 5
37 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
55 Power Gem The user attacks with a ray of light that sparkles as if it were made of gemstones. Special Rock 80 100 20
26 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
37 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
1 Belch The user lets out a damaging belch at the target. The user must eat a held Berry to use this move. Special Poison 120 90 10

Grumpig Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. Physical Fighting 0 100 20
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Night Shade The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. Special Ghost 0 100 15
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Amnesia The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat. Status Psychic 0 0 20
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. Physical Steel 100 75 15
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Physical Fighting 150 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Recycle The user recycles a held item that has been used in battle so it can be used again. Status Normal 0 0 10
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Hyper Voice The user lets loose a horribly echoing shout with the power to inflict damage. Special Normal 90 100 10
0 Mud Shot The user attacks by hurling a blob of mud at the target. This also lowers the target’s Speed stat. Special Ground 55 95 15
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Seed Bomb The user slams a barrage of hard-shelled seeds down on the target from above. Physical Grass 80 100 15
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Earth Power The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def. Special Ground 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
0 Flash Cannon The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. Special Steel 80 100 10
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Low Sweep The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat. Physical Fighting 65 100 20
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Snarl The user yells as if it’s ranting about something, which lowers the Sp. Atk stat of opposing Pokémon. Special Dark 55 95 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10
0 Stomping Tantrum Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles. Physical Ground 75 100 10
0 Body Press The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target. Physical Fighting 80 100 10
0 Tera Blast Special Normal 80 100 10
0 Snowscape Status Ice 0 0 10
0 Trailblaze Physical Grass 50 100 20
0 Chilling Water Special Water 50 100 20

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