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 #518 Musharna
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Musharna
Japan: Musharna
ムシャーナ
French: Mushana
German: Somnivora
Korean: 몽얌나
National: #518
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Drowsing Pokémon 3'07"
1.1m
133.4lbs
60.5kg
752,560
Abilities: Forewarn - Synchronize - Telepathy (Hidden Ability)
Forewarn: Reveals the foe’s strongest move.
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Hidden Ability (Available):
Telepathy: Prevents damage from team-mates during Double and Triple battles
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
800,000 Points
Fast
70 2 HP Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Field
Evolutionary Chain
Locations
X Evolve Munna
Y Evolve Munna
Omega Ruby Evolve Munna
Alpha Sapphire Evolve Munna
Generation VI Level Up
LevelAttack NameTypeAppealJam
Defense Curl  
Prevents the user from being startled one time this turn.
Lucky Chant  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Psybeam  
Makes audience expect little of other contestants.
Hypnosis
Startles all of the Pokémon to act before the user.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM53 Energy Ball  
Quite an appealing move.
TM57 Charge Beam  
Works well if the user is pumped up.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Barrier   Details
Prevents the user from being startled until the turn ends.
Baton Pass   Details
Works well if the user is pumped up.
Curse   Details
Causes the user to move later on the next turn.
Healing Wish   Details
A move of huge appeal, but using it prevents the user from taking further contest moves.
Helping Hand   Details
Quite an appealing move.
Magic Coat   Details
Works great if the user goes last this turn.
Secret Power   Details
Works well if the user is pumped up.
Sleep Talk   Details
Effectiveness varies depending on when it is used.
Sonic Boom   Details
An appealing move that can be used repeatedly without boring the audience.
Swift   Details
Works great if the user goes first this turn.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
After You  
Causes the user to move later on the next turn.
Gravity  
Makes the remaining Pokémon nervous.
Heal Bell  
Prevents the user from being startled until the turn ends.
Helping Hand  
Quite an appealing move.
Magic Coat  
Works great if the user goes last this turn.
Pain Split  
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Trick
Badly startles Pokémon that used a move of the same type.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Worry Seed  
Makes the remaining Pokémon nervous.
Zen Headbutt  
Quite an appealing move.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Psywave  
Lv. 1
Effectiveness varies depending on when it is used.
Yawn  
Lv. 7
Makes the remaining Pokémon nervous.
Imprison  
Lv. 13
Temporarily stops the crowd from growing excited.
Moonlight  
Lv. 17
Effectiveness varies depending on when it is used.
Zen Headbutt  
Lv. 23
Quite an appealing move.
Synchronoise  
Lv. 25
Works well if it is the same type as the move used by the last Pokémon.
Nightmare
Lv. 29
Startles all of the Pokémon to act before the user.
Future Sight  
Lv. 31
Works well if it is the same type as the move used by the last Pokémon.
Calm Mind  
Lv. 35
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Psychic  
Lv. 37
Quite an appealing move.
Dream Eater  
Lv. 41
Works well if it is the same type as the move used by the last Pokémon.
Telekinesis  
Lv. 43
Makes the remaining Pokémon nervous.
Stored Power  
Lv. 47
Works well if the user is pumped up.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 487 116 55 85 107 95 29
Max Stats
Hindering Nature
Lv. 50 176 - 223 54 - 96 81 - 123 100 - 143 90 - 132 30 - 72
Lv. 100 342 - 436 103 - 188 157 - 242 197 - 281 175 - 260 56 - 141
Max Stats
Neutral Nature
Lv. 50 176 - 223 60 - 107 90 - 137 112 - 159 100 - 147 34 - 81
Lv. 100 342 - 436 115 - 209 175 - 269 219 - 313 195 - 289 63 - 157
Max Stats
Beneficial Nature
Lv. 50 176 - 223 66 - 117 99 - 150 123 - 174 110 - 161 37 - 89
Lv. 100 342 - 436 126 - 229 192 - 295 240 - 344 214 - 317 69 - 172

<--- #517
Munna
#519
Pidove
--->

 
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