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Pokemon Lets Go Machop

Machop Pokedex ID: 66
Stat Amount Bar Graph
Max CP 305
Attack 80
Special Attack 35
Defense 50
Special Defense 35
HP 70
Speed 35

Overview

Pokemon Let's Go Machop is a Fighting Type pokemon also known as a Superpower Pokémon, first discovered in the Kanto region. it's weak against Flying, Psychic, Fairy type moves and has a Max CP of 305, 70 HP, 80 Attack, 35 SP Attack, 50 Defense, 35 SP Defense and 35 Speed. Considering it's stats, the best nature to have is Adamant, this will increase it's Attack and decrease it's Sp. Atk stats.

Pokedex Entry

Machop’s muscles are special—they never get sore no matter how much they are used in exercise. This Pokémon has sufficient power to hurl a hundred adult humans.

Pokemon Lets Go Machop Evolutions

What level does Pokemon Let's Go Machop Evolve at?

The Unevolved Form Machop Evolves at level 28 into Machoke, which then Evolves from Player (Trade) into Machamp.

First Second Third Final
Machop305
28 Machoke405
(Trade) Machamp505

How to catch Machop in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Machop Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Machop is in the Victory Road zone, it will have a 15% chance to spawn in the area with a level range of 41-46. This also makes Victory Road the best place to Catch Combo Chain hunt Shiny Machop or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Victory Road 15% 41-46 normal 1F
Victory Road 15% 41-46 normal 2F
Victory Road 15% 41-46 normal 3F
Rock Tunnel 10% 18-23 normal 1F
Rock Tunnel 10% 18-23 normal 2F
Victory Road 10% 41-46 normal 1F
Victory Road 10% 41-46 normal 2F
Victory Road 10% 41-46 normal 3F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Machop.

Best Nature for Machop

We recommend a Adamant Nature for Machop, you can visit Madam Celadon to force encounter pokemon of Adamant Nature.

Nature Increases Decreases Choice 1 Choice 2
Adamant Attack Sp. Atk Red Blue
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Pokemon Lets Go Machop Moves

Level Up Moves

Pokemon Let's Go Machop Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
1 Leer Normal None -- 30 100% Lowers the target's Defense by one stage.
1 Low Kick Fighting Physical 1 20 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
4 Focus Energy Normal None -- 30 -- Increases the user's chance to score a critical hit.
8 Bide Normal Physical 1 10 -- User waits for 2-3 turns, then hits back for twice the damage it took.
12 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
16 Karate Chop Fighting Physical 50 25 100% Has an increased chance for a critical hit.
21 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
26 Submission Fighting Physical 80 25 80% User receives 1/4 the damage it inflicts in recoil.
31 Bulk Up Fighting None -- 20 -- raises the user's Attack and Defense by one stage each.
36 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Machop can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM3 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM6 Light Screen Psychic None -- 30 -- Reduces damage from special attacks by 50% for five turns..
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 10 -- Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13 Brick Break Fighting Physical 75 15 100% deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM23 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
TM26 Poison Jab Poison Physical 80 20 100% deals damage and has a 30% chance of poisoning the target.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM30 Bulk Up Fighting None -- 20 -- raises the user's Attack and Defense by one stage each.
TM31 Fire Punch Fire Physical 75 15 100% Has a 10% chance to burn the target.
TM35 Ice Punch Ice Physical 75 15 100% Has a 10% chance to freeze the target.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM49 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.

Master Trainer

This Pokemon's Master Trainer is Masahiro

Weak Against
Flying
2x
Psychic
2x
Fairy
2x
Strong Against
Rock
1/2
Bug
1/2
Dark
1/2