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Official artwork of Honchkrow

#0430

Honchkrow

Gen IV

Big Boss Pokémon

DarkFlying

Pokédex entry · Diamond

Becoming active at night, it is known to swarm with numerous MURKROW in tow.

Height
0.9 m
Weight
27.3 kg
Base EXP
177
Growth
Medium slow
Catch rate

30/255Hard

Friendship

35/255

Base stats

HP100Attack125Defense52Speed71Sp. Def52Sp. Atk105
HP
100
Attack★
125
Defense
52
Speed
71
Sp. Def
52
Sp. Atk
105

Total 505

High

EV yield +2 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP160207
Attack117194
Defense51114
Speed68135
Sp. Def51114
Sp. Atk99172
Total546936

About Honchkrow

It looks like a large crow, but it behaves like the boss of a gang. Its design blends a crow or raven-like corvid with the image of a crime boss: the crest resembles a broad-brimmed hat, while the chest and tail feathers add traits associated with a wizard or a witch’s familiar. The English name combines “honcho”, boss, with “crow”; the Japanese Donkarasu combines “don”, a title associated with a mafia boss, with karasu, crow.

Pokédex entries describe a stern nocturnal authority figure. A single deep cry gathers numerous Murkrow, which act as subordinates and bring it prey. If one fails or tries to keep the food, it chases it down to punish it. It also delegates battles and only steps in to finish off the enemy. It occupies the final place in its evolutionary line: Murkrow evolves into Honchkrow using a Dusk Stone.

Combat analysis

×2

Weakness

ElectricIceRockFairy
×½

Resistance

GrassGhostDark
×0

Immunity

GroundPsychic

Honchkrow in depth

A crow with its own hierarchy

Honchkrow’s image starts with a crow or raven, but adds codes from two different worlds. The crest looks like a mafia boss’s hat, while the tail retains a silhouette associated with witches’ brooms. That combination ties into the familiar concept and explains why Murkrow act as a gang of subordinates. The Japanese name Donkarasu makes the link between “don” and karasu clear, while Honchkrow does the same with “honcho” and “crow”.

Its category, the Big Boss Pokémon, is not just decorative. Pokédex entries present it as a figure that gives orders, punishes disobedience and avoids exposing itself until the moment comes to finish things off. The evolution retains Murkrow’s types, but completely changes the character’s reading: from mischievous bird to nocturnal leader.

From Diamond and Pearl to Paldea

Honchkrow debuted in the fourth generation as the evolution of a species from the second. The Dusk Stone gave it an evolutionary route that shares a concept with Mismagius, although their designs draw on different references. For several generations it had access to tools that reinforced its offensive role, such as priority moves, recovery and coverage against Steel and Rock. In Scarlet and Violet, its learnset is reorganised around Sucker Punch, Night Slash, Foul Play, Dark Pulse and Nasty Plot.

It was not available in Sword and Shield, so its return in Scarlet and Violet puts the species back into a modern mainline adventure. It also retains a single form in the current data.

Explosive Attack, fragile body

The spread of 125 Attack, 105 Special Attack and 71 Speed defines its problems. Brave Bird and Foul Play hit hard if they come in without prepared resistances, while Dark Pulse lets it attack from the special side after Nasty Plot. Sucker Punch covers its lack of Speed, but requires it to predict an attack. If the opponent uses Protect, switches or uses a status move, the turn is lost.

Moxie rewards consecutive KOs. That is why it is best saved until the opposing team has lost its answers to Dark and Flying. Insomnia is useful against teams that rely on sleep, and Super Luck makes sense on sets looking for critical hits, but neither ability compensates on its own for its 52 defenses and 71 Speed.

How to get it onto the field

It should not come in against strong attacks. It is better brought in through a slow switch, after a teammate faints or against a Ground- or Psychic-type attack it can ignore. It also needs residual damage to be kept under control and Fairy-, Electric-, Ice- and Rock-type Pokémon to be weakened. Its immunities to Ground and Psychic offer specific opportunities to switch in, not permission to bring it in without calculating.

In a normal singles battle, its best moment comes when few opponents remain that can take a Brave Bird or avoid Sucker Punch. Foul Play adds an answer to enemies with high Attack, but it does not solve the problem of facing targets that resist both offensive types. The result depends on securing a KO with Moxie before its own weaknesses and Brave Bird’s recoil shorten the battle.

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