Morpeko (Hangry)
National: #877· Galar: #344· Kitakami: #95· Hyperspace: #70· Crown Tundra: #157· Isle Of Armor: #104
Related forms
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 58 | 95 | 58 | 70 | 58 | 97 | 436 |
Abilities
Signature moves
Moves that are learned only by this Pokémon line (Gen 9).
Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move’s type changes depending on the user’s form.
Moves
User takes 1/4 the damage it inflicts in recoil.
User takes 1/3 the damage it inflicts in recoil.
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.
The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
Raises the target’s Attack by two stages, then confuses it. If the target’s Attack cannot be raised by two stages, the confusion is not applied.
Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
If the user is burned, paralyzed, or poisoned, this move has double power.
Target loses its held item. Neither the user nor the target can recover its item with recycle. If the target has multitype or sticky hold, it will take damage but not lose its item.
Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
Lowers the target’s Speed by two stages.
Power is doubled if the user’s last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.
Lowers the target’s Defense by one stage.
Has a 10% chance to paralyze the target.
Has a 30% chance to make the target flinch.
Ignores accuracy and evasion modifiers.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
Has a 20% chance to lower the target’s Defense by one stage.
Power and type are determined by the user’s held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail. This move ignores sticky hold. If the user is under the effect of embargo, this move will fail.
Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
Lowers the target’s Defense by one stage.
Removes leech seed from the user, frees the user from bind, clamp, fire spin, magma storm, sand tomb, whirlpool, and wrap, and clears spikes, stealth rock, and toxic spikes from the user’s side of the field. If this move misses or has no effect, its effect doesn’t activate.
Causes the target to flinch. Can only be used on the user’s first turn after entering the field.
Lowers the target’s Speed by one stage.
If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.
Has a 20% chance to make the target flinch.
User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon. The following move effects are passed: * aqua ring * both the user’s and target’s effect of block, mean look, and spider web * the curse effect of curse * embargo * focus energy or an activated lansat berry * gastro acid * ingrain * being sapped by leech seed * being targeted by lock on or mind reader * magnet rise * perish song’s counter * power trick * substitute; the doll’s HP is unchanged The replacement Pokémon does not trigger effects that respond to Pokémon switching in.
Raises the user’s Speed by two stages.
Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.
User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends. Pokémon cannot use rest during this effect. This move cannot be selected by sleep talk.
Paralyzes the target.
Inflicts typeless damage equal to half the target’s remaining HP.
Power varies inversely with the user’s proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20
Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.
User takes 1/4 the damage it inflicts in recoil.
Prevents the target from attempting to use the same move twice in a row. When the target leaves the field, this effect ends. If the target is forced to attempt a repeated move due to choice band, choice scarf, choice specs, disable, encore, taunt, only having PP remaining for one move, or any other effect, the target will use struggle instead. The target is then free to use the forced move next turn, as it didn’t use that move this turn.
Has a 70% chance to raise the user’s Special Attack by one stage.
Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
Lowers the PP of the target’s last used move by 4. If the target hasn’t used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Has a 100% chance to lower the target’s Special Attack by one stage.
Destroys any light screen or reflect on the target’s side of the field, then inflicts regular damage.
Raises the user’s Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
Has a 10% chance to paralyze the target.
Has a 30% chance to paralyze the target.
Lowers the target’s Special Defense by two stages.
Raises the user’s Special Attack by two stages.
The greater the user’s Speed compared to the target’s, the higher power this move has, to a maximum of 150. User’s Speed | Power -------------------------------- | ----: Up to 2× the target’s Speed | 60 Up to 3× the target’s Speed | 80 Up to 4× the target’s Speed | 120 More than 4× the target’s Speed | 150
Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user’s trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. ingrain’s effect will end.
Lowers the target’s Special Attack by two stages.
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. Changes nature power to thunderbolt.
Raises the target’s Special Attack by one stage, then confuses it.
User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.
Lowers the target’s Attack and Defense by one stage.
Damage is calculated using the target’s attacking stat rather than the user’s.
Lowers all targets’ Attack and Special Attack by one stage. Makes the user switch out.
Power is increased by 100% its original value for every stage any of the user’s stats have been raised. Accuracy, evasion, and lowered stats do not affect this move’s power. For a Pokémon with all five stats modified to +6, this move’s power is 31×.
Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move’s type changes depending on the user’s form.
Has a 10% chance to paralyze the target.
Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.
