Pokemon Let's Go Machamp is a Fighting Type pokemon also known as a Superpower Pokémon, first discovered in the Kanto region. it's weak against , Psychic, Fairy type moves and has a Max CP of 505, 90 HP, 130 Attack, 65 SP Attack, 80 Defense, 85 SP Defense and 55 Speed. Considering it's stats, the best nature to have is Brave, this will increase it's Attack and decrease it's Speed stats.
Machamp has the power to hurl anything aside. However, trying to do any work requiring care and dexterity causes its arms to get tangled. This Pokémon tends to leap into action before it thinks.
Pokemon Lets Go Machamp Evolutions
What level does Pokemon Let's Go Machamp Evolve at?
The Unevolved Form Machop Evolves at level 28 into Machoke, which then Evolves from Player (Trade) into Machamp.
How to catch Machamp in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Machamp Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Machamp 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 Machamp or for a Flawless IV Stats.
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 Machamp.
Best Nature for Machamp
We recommend a Brave Nature for Machamp, you can visit Madam Celadon to force encounter pokemon of Brave Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Machamp Moves
Level Up Moves
Pokemon Let's Go Machamp Moves You Learn From Leveling Up.
|0||Strength||Normal||Physical||80||15||100%||Inflicts regular damage with no additional effect.|
|1||Bide||Normal||Physical||1||10||--||User waits for 2-3 turns, then hits back for twice the damage it took.|
|1||Counter||Fighting||Physical||1||20||100%||Inflicts twice the damage the user received from the last physical hit it took.|
|1||Encore||Normal||None||--||5||100%||forces the target to use the previously selected move for 3 turns.|
|1||Focus Energy||Normal||None||--||30||--||Increases the user's chance to score a critical hit.|
|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.|
|1||Strength||Normal||Physical||80||15||100%||Inflicts regular damage with no additional effect.|
|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.|
|37||Bulk Up||Fighting||None||--||20||--||raises the user's Attack and Defense by one stage each.|
|48||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 Machamp can Learn.
|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.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
|TM49||Superpower||Fighting||Physical||120||5||100%||deals damage but lowers the user's Attack and Defense by one stage each after attacking.|
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This Pokemon's Master Trainer is Randy