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Grumpig


Main Pokédex page | Flavor text and images

General

Grumpig
psychic

Abilities

Own Tempo
This Pokémon cannot become Confused.
Thick Fat
Fire and Ice moves only do half damage against this Pokémon.

Damage Taken

Dex Numbers

Generation
Ruby/Sapphire/Emerald RSE
Red/Blue/Yellow Kanto
326
Gold/Silver/Crystal Johto
n/a
Ruby/Sapphire/Emerald Hoenn
111
Diamond/Pearl Sinnoh
n/a

Names

Japanese
ブーピッグ
Romaji
Buupiggu

Flavor

Height
2'11.4" or 0.9 m
Weight
157.6 lb or 71.5 kg
Species
Manipulate
Color
purple
Cry
mp3 here
Fire Red/Leaf Green Habitat
Mountain
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
5: Ground
Steps to hatch
5,120
Compatible with
63 families; 131 total Pokémon

In the Wild

Base EXP
164 or 0xa4
Capture rate
60 or 0x3c
Base happiness
70 or 0x46
Growth rate
fast
Effort points
2 Special Defense
Wild held items
Tanga Berry (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
325 Spoink Base form 326 Grumpig Raise to level 32

Stats

Stat Base Max Stat %ile
L50 L100
HP
80
187 364 71.8
Attack
45
97 189 14.4
Defense
65
117 229 46.9
Special Attack
90
142 279 75.3
Special Defense
110
162 319 91.5
Speed
80
132 259 65.1
Average
78.3
- - 64.9

Flavor

See also: All versions' flavor text and sprites

Diamond/Pearl It uses black pearls to amplify its psycho-power. It does an odd dance to gain control over foes.

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Grumpig's Special Attack is higher, so it will inflict more damage with special () moves.

Grumpig gets the STAB from psychic moves.

Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- Odor Sleuth normal none 40 -- 100% Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it is a Ghost.
-- -- Psybeam psychic special 20 65 100% Has a 10% chance to Confuse the target.
-- -- Psywave psychic special 15 varies 80% Inflicts damage between 1 HP and 1.5 times the user's level.
-- -- Splash normal none 40 -- 100% Does nothing.
7 7 Psywave psychic special 15 varies 80% Inflicts damage between 1 HP and 1.5 times the user's level.
10 10 Odor Sleuth normal none 40 -- 100% Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it is a Ghost.
16 14 Psybeam psychic special 20 65 100% Has a 10% chance to Confuse the target.
19 15 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
25 18 Confuse Ray ghost none 10 -- 100% Confuses the target.
28 21 Magic Coat psychic none 15 -- 100% 4 Goes first. Reflects back any effects the target tries to use on the user this turn.
26 Zen Headbutt psychic physical 15 80 90% Has a 20% chance to make the target Flinch.
29 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
29 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
37 Payback dark physical 10 50 100% Inflicts double damage if the user receives damage before using this move.
37 47 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
43 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
43 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
55 Power Gem rock special 20 70 100% Inflicts regular damage.
55 60 Bounce flying physical 5 85 85% User bounces high into the air, dodging all attacks, and hits next turn.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Fire Punch fire physical 15 75 100% Has a 10% chance to Burn the target.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Emerald Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 04 04 Calm Mind psychic none 20 -- 100% Raises the user's Special Attack and Special Defense.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 60 Drain Punch fighting physical 5 60 100% Heals the user by half the damage the target receives.
Chains 85 Dream Eater psychic special 15 100 100% Heals the user by half the damage the target receives. Only works on Sleeping Pokemon.
Chains 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 53 Energy Ball grass special 10 80 100% Has a 10% chance to lower the target's Special Defense.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 52 Focus Blast fighting special 5 120 70% Has a 10% chance to lower the target's Special Defense.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 16 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 66 Payback dark physical 10 50 100% Inflicts double damage if the user receives damage before using this move.
Chains 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 77 Psych Up normal none 10 -- 100% Discards the user's stat changes and copies the target's.
Chains 29 29 Psychic psychic special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Chains 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 67 Recycle normal none 10 -- 100% User regains the item it was holding when it entered battle, if it is no longer holding an item.
Chains 33 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 30 30 Shadow Ball ghost special 15 80 100% Has a 20% chance to lower the target's Special Defense.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 48 48 Skill Swap psychic none 10 -- 100% User and target swap abilities.
Chains 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 49 49 Snatch dark none 10 -- 100% 4 Goes first. Steals the target's move, if it is self-targeted.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 11 11 Sunny Day fire none 5 -- 0% Changes the weather to sunny for five turns.
Chains 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 12 12 Taunt dark none 20 -- 100% For the next two turns, the target can only use moves that inflict damage.
Chains 46 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 41 41 Torment dark none 15 -- 100% Prevents the target from using the same move twice in a row until it leaves battle.
Chains 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 92 Trick Room psychic none 5 -- 0% -7 Goes last. For five turns, slower Pokemon will act before faster Pokemon.

Grumpig in other Pokédexes