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Musharna

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Musharna in Pokémon Black & White

#24 in the Unova Pokédex • Drowsing Pokémon

Musharna in the National Pokédex
Musharna sprite

Normal

Shiny Musharna sprite

Shiny

Pokédex entries

Pokémon Black

The mist emanating from their foreheads is packed with the dreams of people and Pokémon.

Pokémon White

With the mist from its forehead, it can create shapes of things from dreams it has eaten.

Pokémon details

Type

Psychic

Category

Drowsing Pokémon

Height

1.1 m (3'07")

Weight

60.5 kg (133.4 lbs)

National Pokédex

#0518

Pokédex

#24

Musharna in Other Games

National Dex page

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

Min

Max

HP

116

342

436

Attack

55

103

229

Defense

85

157

295

Sp. Atk

107

197

344

Sp. Def

95

175

317

Speed

29

56

172

Total

487

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 Musharna, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #24
EV yield
2 HP
Catch rate
75
Base Exp.
170

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
10

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

Munna

#23

Moon StoneUse Moon Stone
Musharna

Musharna

#24

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Dreamyard

Walking in rustling grass114%

-

Dreamyard

Walking in rustling grass111%

-

Dreamyard

Dreamyard (B1F)

Static encounter, only one chance50100%

Weekly basement encounter with the Hidden Ability Telepathy, Defeated Ghetsis, Friday

White
LocationMethodLevelChanceConditions

Dreamyard

Walking in rustling grass114%

-

Dreamyard

Walking in rustling grass111%

-

Dreamyard

Dreamyard (B1F)

Static encounter, only one chance50100%

Weekly basement encounter with the Hidden Ability Telepathy, Defeated Ghetsis, Friday

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

The target is attacked with a peculiar ray. It may also cause confusion.

Psychic6510020
StartHypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
StartDefense Curl

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

Normal--40
StartLucky Chant

The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.

Normal--30

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

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

Poison-9010
TM10Hidden Power

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

Varies

30–7010015
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
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
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
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
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

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

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM39Rock Tomb

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

Rock508010
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
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
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

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

Rock759010
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
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
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Barrier

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--30

Prior evolution: egg

Baton Pass

The user switches places with a party Pokémon in waiting, passing along any stat changes.

Normal--40

Prior evolution: egg

Curse

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

Ghost--10

Prior evolution: egg

Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010

Prior evolution: level-up (Lv. 31)

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

Prior evolution: egg

Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10

Prior evolution: level-up (Lv. 13)

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Prior evolution: egg

Moonlight

The user restores its own HP. The amount of HP regained varies with the weather.

Normal--5

Prior evolution: level-up (Lv. 17)

Nightmare

A sleeping target sees a nightmare that inflicts some damage every turn.

Ghost-10015

Prior evolution: level-up (Lv. 29)

Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-8015

Prior evolution: level-up (Lv. 1)

Secret Power

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

Normal7010020

Prior evolution: egg

Sleep Talk

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

Normal--10

Prior evolution: egg

Sonic Boom

The target is hit with a destructive shock wave that always inflicts 20 HP damage.

Normal-9020

Prior evolution: egg

Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the damage.

Psychic2010010

Prior evolution: level-up (Lv. 47)

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

Prior evolution: egg

Synchronoise

Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.

Psychic7010015

Prior evolution: level-up (Lv. 25)

Yawn

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

Normal--10

Prior evolution: level-up (Lv. 7)

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

Prior evolution: level-up (Lv. 23)

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
After You

The user helps the target and makes it use its move right after the user.

Normal--15

Trade from Black 2 or White 2

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

Trade from Black 2 or White 2

Heal Bell

The user makes a soothing bell chime to heal the status problems of all the party Pokémon.

Normal--5

Trade from Black 2 or White 2

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

Trade from Black 2 or White 2

Snore

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

Normal4010015

Trade from Black 2 or White 2

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Trade from Black 2 or White 2

Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Trade from Black 2 or White 2

Worry Seed

A seed that causes worry is planted on the target. It prevents sleep by making its Ability Insomnia.

Grass-10010

Trade from Black 2 or White 2

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.

Forewarn

Ability Slot 1

Determines what moves a foe has.

Reveals the opponents' strongest move upon entering battle.

Synchronize

Ability Slot 2

Passes a burn, poison, or paralysis to the foe.

Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.

Telepathy(Hidden Ability)

Anticipates an ally’s attack and dodges it.

Protects against friendly Pokémon's damaging moves.

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