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Murkrow

Murkrow

National: #198 Johto: #213 Sinnoh: #74 Kalos (Mountain): #51 Alola: #78 Melemele: #78 Paldea: #232 Poni: #92 Hisui: #140 Extended Sinnoh: #74

DarkFlying

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
608542854291405

Abilities

Moves

Target
Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power
Accuracy
Power Points 5

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.

Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 10

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.

+4
Base Power
Accuracy
Power Points 10

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.

+4
Base Power 20
Accuracy 100%
Power Points 10

Has a 100% chance to lower the target’s accuracy by one stage.

Base Power
Accuracy
Power Points 10

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.

Base Power
Accuracy
Power Points 5

Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power 80
Accuracy 100%
Power Points 10

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.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power 60
Accuracy 100%
Power Points 35
Base Power 60
Accuracy 95%
Power Points 25

User’s critical hit rate is one level higher when using this move.

Base Power 95
Accuracy 90%
Power Points 10

Has a 10% chance to burn the target.

Base Power 60
Accuracy
Power Points 20

Ignores accuracy and evasion modifiers.

Base Power 55
Accuracy 100%
Power Points 15

If the user has no held item, this move has double power.

Base Power 90
Accuracy 95%
Power Points 15

User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, twister, and whirlwind still hit the user normally. gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. This move cannot be selected by sleep talk.

Base Power
Accuracy
Power Points 15

For the next three turns, all Pokémon on the user’s side of the field have their original Speed doubled. This effect remains if the user leaves the field.

Base Power 40
Accuracy 90%
Power Points 10
Base Power 75
Accuracy 95%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 110
Accuracy 70%
Power Points 10

Has a 30% chance to confuse the target. This move can hit Pokémon under the effect of bounce, fly, or sky drop. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.

Base Power
Accuracy
Power Points 30

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. This does not count as a stat reduction for the purposes of clear body or white smoke.

Base Power
Accuracy
Power Points 5

Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.

Base Power 55
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 40
Accuracy 100%
Power Points 35

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.

Base Power
Accuracy
Power Points 20

Switches the target out for another of its trainer’s Pokémon selected at random. Wild battles end immediately. Doesn’t affect Pokémon with suction cups or under the effect of ingrain.

-6
Base Power 60
Accuracy 100%
Power Points 25

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.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to make the target flinch.

Base Power 90
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power 70
Accuracy 100%
Power Points 20

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.

Base Power 35
Accuracy 100%
Power Points 35
Base Power 60
Accuracy 100%
Power Points 10

If the target takes damage this turn for any reason before this move is used, this move has double power.

Base Power 90
Accuracy 100%
Power Points 10

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.

Base Power
Accuracy 100%
Power Points 15

Lowers the target’s Attack by two stages.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power
Accuracy 90%
Power Points 20

Paralyzes the target.

Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Defense by two stages.

Base Power
Accuracy 100%
Power Points 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.

Base Power 70
Accuracy 100%
Power Points 5

If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist.

+1
Base Power
Accuracy 100%
Power Points 15

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.

Base Power
Accuracy 100%
Power Points 15

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.

Base Power 80
Accuracy 100%
Power Points 20
Base Power
Accuracy 100%
Power Points 10

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.

Base Power 55
Accuracy 95%
Power Points 15

Has a 100% chance to lower the target’s Special Attack by one stage.

Base Power 30
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 75
Accuracy 100%
Power Points 5
Base Power
Accuracy
Power Points 20

Raises the user’s Special Attack and Special Defense by one stage each.

Base Power
Accuracy
Power Points 20

Raises the user’s Special Attack by two stages.

Base Power 75
Accuracy 100%
Power Points 10

The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items.

Base Power
Accuracy 100%
Power Points 15

Raises the target’s Special Attack by one stage, then confuses it.

Base Power 65
Accuracy 100%
Power Points 10

If the target has a major status ailment, this move has double power.

Base Power
Accuracy 100%
Power Points 15

Inflicts damage equal to the user’s level. Type immunity applies, but other type effects are ignored.

Base Power
Accuracy 100%
Power Points 10

Confuses the target.

Base Power 95
Accuracy 100%
Power Points 15

Damage is calculated using the target’s attacking stat rather than the user’s.

Base Power
Accuracy
Power Points 5

The target cannot switch out normally. Ignores accuracy and evasion modifiers. This effect ends when the user leaves the field. The target may still escape by using baton pass, u turn, or a shed shell. Both the user and the target pass on this effect with baton pass.

Base Power
Accuracy
Power Points 5

Every Pokémon is given a counter that starts at 3 and decreases by 1 at the end of every turn, including this one. When a Pokémon’s counter reaches zero, that Pokémon faints. A Pokémon that leaves the field will lose its counter; its replacement does not inherit the effect, and other Pokémon’s counters remain. This effect is passed on by baton pass. This move cannot be copied by mirror move.

Base Power 80
Accuracy 100%
Power Points 15

Has a 20% chance to lower the target’s Special Defense by one stage.

Base Power 140
Accuracy 90%
Power Points 5

User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch. This move cannot be selected by sleep talk.