Back to the Pokédex
Official artwork of Machamp

#0068

Machamp

Gen I

Superpower Pokémon

Fighting

Pokédex entry · Red

Using its heavy muscles, it throws powerful punches that can send the victim clear over the horizon.

Height
1.6 m
Weight
130 kg
Base EXP
227
Growth
Medium slow
Catch rate

45/255Medium

Friendship

70/255

Base stats

HP90Attack130Defense80Speed55Sp. Def85Sp. Atk65
HP
90
Attack★
130
Defense
80
Speed
55
Sp. Def
85
Sp. Atk
65

Total 505

High

EV yield +3 Attack

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

MinMax
HP150197
Attack121200
Defense76145
Speed54117
Sp. Def81150
Sp. Atk63128
Total545937

About Machamp

Hariyama hits with open palms and wins exchanges through sheer mass. Here, the argument is different: an extra pair of arms. The second pair grows directly above the first, resting on the shoulders, and is the only indulgence allowed by a design that is otherwise a grey-skinned bodybuilder with pale lips and three pronounced crests above the eyes.

The Pokédex entries repeat two ideas and never stray from them. One is strength taken to absurdity: a thousand punches in two seconds, blows reaching the megaton range, trucks lifted without breaking a sweat, opponents grabbed with all four arms at once and thrown until they disappear over the horizon. The other is clumsiness. When a job calls for delicacy, its arms get tangled up and it fails spectacularly, and one entry finishes by saying that it rushes into action without thinking. A body built for one thing only.

At 1.60 m and 130 kg, it is not especially large for what it looks like; its width does the rest. Its official category is Superpower Pokémon, and the habitat assigned to it is the mountain.

It completes a three-stage line that starts with Machop and passes through Machoke at level 28. The previous two both have two arms. The second pair is, quite literally, what it gains on reaching the end.

Combat analysis

×2

Weakness

FlyingPsychicFairy
×½

Resistance

BugRockDark

Machamp in depth

Four arms before anyone else

It was the first design in the series with four arms, and it is still the one that justifies the idea best: the upper pair does not hang from its back like an add-on, but rests on the shoulders and shares the same musculature. The obvious reference is a bodybuilder or professional wrestler, complete with the show-off pose. Its resemblance to the many-armed deities of Hindu iconography has also been noted, while the head crests and pronounced lips point towards the aesthetics of Kinnikuman, the wrestling manga that came out around the same time as the first designs.

Kairiki, and the name that was never used

The Japanese name is the most direct of the three in the line: カイリキー comes from 怪力, “superhuman strength”, a word that exists outside the game. The English name combines macho with champ, short for champion, and leaves it at that. The curious part is the beta version of Red and Green, where the planned Western name was “Judoh”, a distortion of judo. It was dropped, along with the idea of tying it to one specific martial art: one Pokédex entry prefers to say that it masters them all.

What the clock kept giving it

In the first generation, Special was a single stat and was worth 65. The split in the second gave it a Special Defense of 85, meaning one less terrible flank without changing a line of its original sheet. No Guard arrived in the fourth and changed its role completely; Steadfast, the hidden ability that raises its Speed whenever it flinches, is the one almost nobody uses. In Sun and Moon, it became a Ride Pokémon, the one that moves boulders out of your way. And in Sword and Shield, it gained a Gigantamax form, in which its arms become disproportionate even by its own standards.

The price of trading

Depending on a trade has shaped its history more than any stat. For twenty years, players without a cable or friends were stuck with Machoke, while anyone who did get the trade found themselves with a specimen that could disobey if they did not have enough badges, because traded Pokémon require a higher rank to obey. The compensation is that it arrives fully evolved, at whatever level it happens to be.

Conkeldurr appeared in the fifth generation with the same trade dependency, the same Guts, and more raw Attack, and has occupied the same slot on many teams ever since. What the original retains is the clean Fighting typing and an ability that no other Pokémon turns into an entire strategy: always hitting, even if the opponent always hits too.

TCG cards

Showing 18 of 57 cards.

0%