Pyukumuku artwork
#771

Pyukumuku

Water
All data Standard/Form Gen 7

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobBulky team piece

Pyukumuku reads as a physical attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outElectric, Grass

These attack types are the first danger check before adding it to a team.

Battle Stats

HP55Atk60Def130Sp.Atk30Sp.Def130Speed5total410
HP 55
Atk 60
Def 130
Sp.Atk 30
Sp.Def 130
Speed 5
Type Check

What scares Pyukumuku?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
ElectricGrass
Resists
FireWaterIceSteel
Immune to
None

Abilities / Passives

Passive effect

Innards Out

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Unaware

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Taunt
Status · Dark Acc - · PP 20

The target is taunted into a rage that allows it to use only attack moves for three turns.

Light Screen
Status · Psychic Pow - · Acc - · PP 20

A wondrous wall of light is put up to reduce damage from special moves for five turns.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Baton Pass
Damage

Used to take knockouts or put enemies into finishing range.

Bestow
Damage

Used to take knockouts or put enemies into finishing range.

Bide
Damage

Used to take knockouts or put enemies into finishing range.

Block
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Counter
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Double Team
Damage

Used to take knockouts or put enemies into finishing range.

Endure
Damage

Used to take knockouts or put enemies into finishing range.

Gastro Acid
Damage

Used to take knockouts or put enemies into finishing range.

Hail
Damage

Used to take knockouts or put enemies into finishing range.

Harden
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (40 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources