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Mudkip

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Mudkip in Pokémon Black & White

#258 in the National Pokédex • Mud Fish Pokémon

Mudkip in the National Pokédex

Pokédex entries

Pokémon Black

To alert it, the fin on its head senses the flow of water. It has the strength to heft boulders.

Pokémon White

To alert it, the fin on its head senses the flow of water. It has the strength to heft boulders.

Pokémon details

Type

Water

Category

Mud Fish Pokémon

Height

0.4 m (1'04")

Weight

7.6 kg (16.8 lbs)

National Pokédex

#0258

Mudkip in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

50

210

304

Attack

70

130

262

Defense

50

94

218

Sp. Atk

50

94

218

Sp. Def

50

94

218

Speed

40

76

196

Total

310

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Mudkip, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 Atk
Catch rate
45
Base Exp.
62

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
87.5% male
12.5% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Mudkip

Mudkip

#258

Level 16

Marshtomp

Marshtomp

#259

Marshtomp

Marshtomp

#259

Level 36

Swampert

Swampert

#260

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
StartGrowl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
6Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010
10Water Gun

The target is blasted with a forceful shot of water.

Water4010025
15Bide

The user endures attacks for two turns, then strikes back to cause double the damage taken.

Normal--10
19Foresight

Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.

Normal--40
24Mud Sport

The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.

Ground--15
28Take Down

A reckless, full-body charge attack for slamming into the target. It also damages the user a little.

Normal908520
33Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515
37Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
42Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water120805
46Endeavor

An attack move that cuts down the target’s HP to equal the user’s HP.

Normal-1005

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM34Sludge Wave

It swamps the area around the user with a giant sludge wave. It may also poison those hit.

Poison9510010
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015
HM05Waterfall

The user charges at the target and may make it flinch. It can also be used to climb a waterfall.

Water8010015
HM06Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010

Moves this Pokémon can learn from move tutors in this game.
Class
Water Pledge

A column of water strikes the target. When combined with its fire equivalent, the damage increases and a rainbow appears.

Water5010010

Moves this Pokémon can inherit through breeding or similar methods.
Class
Ancient Power

The user attacks with a prehistoric power. It may also raise all the user’s stats at once.

Rock601005
Avalanche

An attack move that inflicts double the damage if the user has been hurt by the target in the same turn.

Ice6010010
Bite

The target is bitten with viciously sharp fangs. It may make the target flinch.

Dark6010025
Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020
Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015
Ice Ball

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Ice309020
Mirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020
Mud Bomb

The user launches a hard-packed mud ball to attack. It may also lower the target’s accuracy.

Ground658510
Refresh

The user rests to cure itself of a poisoning, burn, or paralysis.

Normal--20
Sludge

Unsanitary sludge is hurled at the target. It may also poison the target.

Poison6510020
Stomp

The target is stomped with a big foot. It may also make the target flinch.

Normal6510020
Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010
Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515
Wide Guard

The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.

Rock--10
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010

PokéTransfer from Generation IV

Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Generation III → Pal Park → Generation IV → PokéTransfer

Earth Power

The user makes the ground under the target erupt with power. It may also lower the target’s Sp. Def.

Ground9010010

PokéTransfer from Generation IV

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

Low Kick

A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.

Fighting-10020

PokéTransfer from Generation IV

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Superpower

The user attacks the target with great power. However, it also lowers the user’s Attack and Defense.

Fighting1201005

PokéTransfer from Generation IV

Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Torrent

Ability Slot 1

Powers up Water-type moves in a pinch.

Strengthens Water moves to inflict 1.5× damage at 1/3 max HP or less.

Damp(Hidden Ability)

Prevents the use of self-destructing moves.

Prevents Self-Destruct, Explosion, and Aftermath from working while the Pokémon is in battle.

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