Pokemon Brilliant Diamond and Shining Pearl Grumpig is a Psychic Type Manipulate Pokémon, with a 7.8% Chance To Catch with a regular Pokeball. Grumpig can be found with Thick Fat, Own Tempo and Gluttony as an Ability and has a Fast growth rate with a 2 Special Defense EV Yield. We recommend the Calm Nature, based on 470 combined Base Stats.
Grumpig Stats and Abilities
Based on Grumpig Base IVs we consider this pokemon C-Tier choice. Grumpig Highest IV Stat is Special Defense 110 and the Lowest being Attack 45.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| E | HP | 80 | 270 | 364 |
| F | Attack | 45 | 85 | 207 |
| F | Defense | 65 | 121 | 251 |
| C | Special Attack | 90 | 166 | 306 |
| D | Special Defense | 110 | 202 | 350 |
| D | Speed | 80 | 148 | 284 |
| C | Total | 470 |
| Grumpig | Detail |
|---|---|
| Best Nature | Calm
↑ +10% Special Defense↓ -10% Attack |
| Caught in the Wild Held Item Chance | |
| Like/Dislikes |
|
| EV Yield | 2 Special Defense |
| Growth Rate | Fast |
| Catch Rate | 60 (7.8% with PokéBall, full HP) |
| Egg Groups | Field |
| Egg Cycles | 20 (4,884–5,140 steps) |
| Abilities | Description |
|---|---|
Thick Fat Ability 1 | Thick Fat reduces the damage taken from Fire-type and Ice-type moves by 50%. |
Own Tempo Ability 2 | Prevents the Pokémon from becoming confused. |
Gluttony Hidden Ability | A Pokémon with Gluttony will use a pinch berry when its HP drops to 50%, rather than the usual 25%. |
How To Evolve Grumpig in BDSP
Spoink requires (Level 32) to evolve into Grumpig.
Evolution ChartWhere To Find Grumpig in BDSP
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
5 - 1% |
Spoink
Lv. 22-23
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Grumpig Weakness
Grumpig is a Psychic Type pokemon. This will cause Grumpig to take More Damage from Bug, Ghost, Dark Type Moves, and Less Damage from Fighting, Psychic Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage | |
| Immune to Damage |
What pokemon is Grumpig Weak Against?
Type Weakness ChartBest Moves Grumpig in BDSP
Best Moveset for Grumpig Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 1 |
Belch
| | Special | 120 | 90 | 10 | User must have consumed a Berry. |
| 52 |
Psychic
| | Special | 135 | 100 | 10 | May lower opponent's Special Defense. |
| 60 |
Bounce
| | Physical | 85 | 85 | 5 | Springs up on first turn, attacks on second. May paralyze opponent. |
| 29 |
Power Gem
| | Special | 80 | 100 | 20 | The user attacks with a ray of light that sparkles as if it were made of gemstones. |
Best Moveset for Grumpig TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM01 |
Focus Punch
| | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM52 |
Focus Blast
| | Special | 120 | 70 | 5 | May lower opponent's Special Defense. |
Grumpig Level Up Moves
List of Moves Grumpig can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Teeter Dance
|
Power: —
Acc: 100
PP: 20
Confuses all Pokémon.
|
| 1 |
Belch
|
Power: 120
Acc: 90
PP: 10
User must have consumed a Berry.
|
| 1 |
Splash
|
Power: —
Acc: —
PP: 40
Doesn't do ANYTHING.
|
| 7 |
Confusion
|
Power:
75 Acc: 100
PP: 25
May confuse opponent.
|
| 10 |
Growl
|
Power: —
Acc: 100
PP: 40
Lowers opponent's Attack.
|
| 14 |
Psybeam
|
Power:
97.5 Acc: 100
PP: 20
May confuse opponent.
|
| 15 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| 18 |
Confuse Ray
|
Power: —
Acc: 100
PP: 10
Confuses opponent.
|
| 21 |
Magic Coat
|
Power: —
Acc: —
PP: 15
Reflects moves that cause status conditions back to the attacker.
|
| 26 |
Zen Headbutt
|
Power:
120 Acc: 90
PP: 15
May cause flinching.
|
| 29 |
Power Gem
|
Power: 80
Acc: 100
PP: 20
The user attacks with a ray of light that sparkles as if it were made of gemstones.
|
| 35 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| 35 |
Snore
|
Power: 50
Acc: 100
PP: 15
Can only be used if asleep. May cause flinching.
|
| 42 |
Psyshock
|
Power:
120 Acc: 100
PP: 10
Inflicts damage based on the target's Defense, not Special Defense.
|
| 46 |
Payback
|
Power: 50
Acc: 100
PP: 10
Power doubles if the user was attacked first.
|
| 52 |
Psychic
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| 60 |
Bounce
|
Power: 85
Acc: 85
PP: 5
Springs up on first turn, attacks on second. May paralyze opponent.
|
Grumpig TM Moves
List of Moves Grumpig can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM01 |
Focus Punch
|
Power: 150
Acc: 100
PP: 20
If the user is hit before attacking, it flinches instead.
|
| TM04 |
Calm Mind
|
Power: —
Acc: —
PP: 20
Raises user's Special Attack and Special Defense.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Opponent can only use moves that attack.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM16 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM23 |
Iron Tail
|
Power: 100
Acc: 75
PP: 15
May lower opponent's Defense.
|
| TM29 |
Psychic
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM30 |
Shadow Ball
|
Power: 80
Acc: 100
PP: 15
May lower opponent's Special Defense.
|
| TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
Breaks through Reflect and Light Screen barriers.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM33 |
Reflect
|
Power: —
Acc: —
PP: 20
Halves damage from Physical attacks for 5 turns.
|
| TM34 |
Shock Wave
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Opponent cannot use the same move in a row.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM48 |
Skill Swap
|
Power: —
Acc: —
PP: 10
The user swaps Abilities with the opponent.
|
| TM52 |
Focus Blast
|
Power: 120
Acc: 70
PP: 5
May lower opponent's Special Defense.
|
| TM53 |
Energy Ball
|
Power: 90
Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Power depends on held item.
|
| TM57 |
Charge Beam
|
Power: 50
Acc: 90
PP: 10
May raise user's Special Attack.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM60 |
Drain Punch
|
Power: 75
Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| TM63 |
Nasty Plot
|
Power: —
Acc: —
PP: 20
Sharply raises user's Special Attack.
|
| TM66 |
Payback
|
Power: 50
Acc: 100
PP: 10
Power doubles if the user was attacked first.
|
| TM67 |
Recycle
|
Power: —
Acc: —
PP: 10
User's used hold item is restored.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
Paralyzes opponent.
|
| TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM83 |
Bulldoze
|
Power: 60
Acc: 100
PP: 20
Lowers opponent's Speed.
|
| TM85 |
Dream Eater
|
Power:
150 Acc: 100
PP: 15
User recovers half the HP inflicted on a sleeping opponent.
|
| TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
The heavier the opponent, the stronger the attack.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
| TM92 |
Trick Room
|
Power: —
Acc: —
PP: 5
Slower Pokémon move first in the turn for 5 turns.
|
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