Pokemon Brilliant Diamond and Shining Pearl Murkrow is a Dark and Type Darkness Pokémon, with a 3.9% Chance To Catch with a regular PokeBall. Murkrow has a Medium Slow growth rate with a 1 Speed EV Yield, and Total of 405 combine Stats.
Stat | HP | Attack | Defense | Sp.Atk | Sp.Def | Speed | Total |
---|---|---|---|---|---|---|---|
Base | 60 | 85 | 42 | 85 | 42 | 91 | 405 |
Min | 230 | 157 | 80 | 157 | 80 | 168 | |
Max | 324 | 295 | 201 | 295 | 201 | 309 |
Abilities | 1. Insomnia 2. Super Luck Prankster (hidden ability) |
EV Yield | 1 Speed |
Growth Rate | Medium Slow |
Catch Rate | 30 (3.9% with PokéBall, full HP) |
Egg Groups | Flying |
Egg Cycles | 20 (4,884–5,140 steps) |
How To Evolve Murkrow in Pokemon Diamond and Pearl
Murkrow requires use Dusk Stone to evolve into Honchkrow in Pokemon D/P.
Pokemon Diamond and Pearl Murkrow Weakness
Murkrow is a Dark and Type pokemon. This will cause it to take More Damage from Fairy, Rock, Electric, Ice Type Moves and will take Less Damage from Ghost, Dark, Grass, Psychic, Ground type moves.
Damage | Types |
---|---|
4.0x Damage | |
2.0x Damage | |
0.5x Damage | |
0.25x Damage | |
Immune to Damage |
What pokemon is Murkrow Weak Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
545 | |||
540 | |||
535 | |||
535 | |||
530 |
What pokemon is Murkrow Strong Against?
Pokemon | Type 1 | Type 2 | CP |
---|---|---|---|
600 | |||
580 | |||
580 | |||
580 | |||
535 |
Where To Find Murkrow in Pokemon Diamond and Pearl
Murkrow spawn locations, include Eterna Forest where level 10-11 Murkrow is found in Pokemon Diamond and Pearl.
Pokemon | Locations |
---|---|
Level: 10-11 Walking Eterna Forest | |
Level: 17 Walking Lost Tower | |
Level: 18 Walking Lost Tower | |
Level: 19 Walking Lost Tower | |
Level: 20 Walking Lost Tower | |
Level: 21 Walking Lost Tower |
Murkrow Moves in Pokemon Diamond and Pearl
List of Moves Murkrow can learn by reaching higher levels in Pokemon Diamond and Pearl.
Lvl | Move | Desc |
---|---|---|
65 | Quash | Class: Status Power: — Acc: 100 PP: 15 Makes the target act last this turn. |
61 | Torment | Class: Status Power: — Acc: 100 PP: 15 Opponent cannot use the same move in a row. |
55 | Sucker Punch | Class: Physical Power: 70 Acc: 100 PP: 5 User attacks first, but only works if opponent is readying an attack. |
50 | Tailwind | Class: Status Power: — Acc: — PP: 30 Doubles Speed for 4 turns. |
45 | Foul Play | Class: Physical Power: 95 Acc: 100 PP: 15 Uses the opponent's Attack stat. |
41 | Mean Look | Class: Status Power: — Acc: — PP: 5 Opponent cannot flee or switch. |
35 | Feint Attack | Class: Physical Power: 60 Acc: — PP: 20 Ignores Accuracy and Evasiveness. |
31 | Taunt | Class: Status Power: — Acc: 100 PP: 20 Opponent can only use moves that attack. |
25 | Assurance | Class: Physical Power: 60 Acc: 100 PP: 10 Power doubles if opponent already took damage in the same turn. |
21 | Night Shade | Class: Special Power: — Acc: 100 PP: 15 Inflicts damage equal to user's level. |
15 | Wing Attack | Class: Physical Power: 60 Acc: 100 PP: 35 |
11 | Haze | Class: Status Power: — Acc: — PP: 30 Resets all stat changes. |
5 | Pursuit | Class: Physical Power: 40 Acc: 100 PP: 20 Double power if the opponent is switching out. |
1 | Peck | Class: Physical Power: 35 Acc: 100 PP: 35 |
1 | Astonish | Class: Physical Power: 30 Acc: 100 PP: 15 May cause flinching. |
List of Moves Murkrow can learn using (TMs) Technical Machine Items.
TM | Move | Desc |
---|---|---|
100 | Confide | Class: Status Power: — Acc: — PP: 20 Lowers opponent's Special Attack. |
97 | Dark Pulse | Class: Special Power: 80 Acc: 100 PP: 15 May cause flinching. |
95 | Snarl | Class: Special Power: 55 Acc: 95 PP: 15 Lowers opponent's Special Attack. |
90 | Substitute | Class: Status Power: — Acc: — PP: 10 Uses HP to creates a decoy that takes hits. |
88 | Sleep Talk | Class: Status Power: — Acc: — PP: 10 User performs one of its own moves while sleeping. |
87 | Swagger | Class: Status Power: — Acc: 85 PP: 15 Opponent becomes confused, but its Attack is sharply raised. |
85 | Dream Eater | Class: Special Power: 100 Acc: 100 PP: 15 User recovers half the HP inflicted on a sleeping opponent. |
77 | Psych Up | Class: Status Power: — Acc: — PP: 10 Copies the opponent's stat changes. |
76 | Fly | Class: Physical Power: 90 Acc: 95 PP: 15 Flies up on first turn, attacks on second turn. |
73 | Thunder Wave | Class: Status Power: — Acc: 90 PP: 20 Paralyzes opponent. |
66 | Payback | Class: Physical Power: 50 Acc: 100 PP: 10 Power doubles if the user was attacked first. |
63 | Embargo | Class: Status Power: — Acc: 100 PP: 15 Opponent cannot use items. |
60 | Quash | Class: Status Power: — Acc: 100 PP: 15 Makes the target act last this turn. |
51 | Steel Wing | Class: Physical Power: 70 Acc: 90 PP: 25 May raise user's Defense. |
48 | Round | Class: Special Power: 60 Acc: 100 PP: 15 Power increases if teammates use it in the same turn. |
46 | Thief | Class: Physical Power: 60 Acc: 100 PP: 25 Also steals opponent's held item. |
45 | Attract | Class: Status Power: — Acc: 100 PP: 15 If opponent is the opposite gender, it's less likely to attack. |
44 | Rest | Class: Status Power: — Acc: — PP: 10 User sleeps for 2 turns, but user is fully healed. |
42 | Facade | Class: Physical Power: 70 Acc: 100 PP: 20 Power doubles if user is burned, poisoned, or paralyzed. |
41 | Torment | Class: Status Power: — Acc: 100 PP: 15 Opponent cannot use the same move in a row. |
40 | Aerial Ace | Class: Physical Power: 60 Acc: — PP: 20 Ignores Accuracy and Evasiveness. |
32 | Double Team | Class: Status Power: — Acc: — PP: 15 Raises user's Evasiveness. |
30 | Shadow Ball | Class: Special Power: 80 Acc: 100 PP: 15 May lower opponent's Special Defense. |
29 | Psychic | Class: Special Power: 90 Acc: 100 PP: 10 May lower opponent's Special Defense. |
27 | Return | Class: Physical Power: — Acc: 100 PP: 20 Power increases with higher Friendship. |
21 | Frustration | Class: Physical Power: — Acc: 100 PP: 20 Power decreases with higher Friendship. |
19 | Roost | Class: Status Power: — Acc: — PP: 10 User recovers half of its max HP and loses the Flying type temporarily. |
18 | Rain Dance | Class: Status Power: — Acc: — PP: 5 Makes it rain for 5 turns. |
17 | Protect | Class: Status Power: — Acc: — PP: 10 Protects the user, but may fail if used consecutively. |
12 | Taunt | Class: Status Power: — Acc: 100 PP: 20 Opponent can only use moves that attack. |
11 | Sunny Day | Class: Status Power: — Acc: — PP: 5 Makes it sunny for 5 turns. |
10 | Hidden Power | Class: Special Power: 60 Acc: 100 PP: 15 Type and power depends on user's IVs. |
6 | Toxic | Class: Status Power: — Acc: 90 PP: 10 Badly poisons opponent. |
4 | Calm Mind | Class: Status Power: — Acc: — PP: 20 Raises user's Special Attack and Special Defense. |
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