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Grumpig

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Grumpig in Pokémon Brilliant Diamond & Shining Pearl

#326 in the Brilliant Diamond and Shining Pearl Pokédex • Manipulate Pokémon

Grumpig in the National Pokédex

Pokédex entries

Brilliant Diamond

It uses black pearls to amplify its psycho-power. It does an odd dance to gain control over foes.

Shining Pearl

It uses black pearls to amplify its psycho-power. It does an odd dance to gain control over foes.

Pokémon details

Type

Psychic

Category

Manipulate Pokémon

Height

0.9 m (2'11")

Weight

71.5 kg (157.6 lbs)

National Pokédex

#0326

Pokédex

#326

Grumpig in Other Games

National Dex page

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

Min

Max

HP

80

270

364

Attack

45

85

207

Defense

65

121

251

Sp. Atk

90

166

306

Sp. Def

110

202

350

Speed

80

148

284

Total

470

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 Grumpig, 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
-
EV yield
2 SpD
Catch rate
60
Base Exp.
165

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

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

Spoink

#325

Level 32

Grumpig

Grumpig

#326

Moves this Pokémon learns naturally by reaching specific levels.
Class
Evo.Teeter Dance

Normal-10020
StartSplash

Normal--40
StartTeeter Dance

Normal-10020
StartBelch

Poison1209010
7Confusion

Psychic5010025
10Growl

Normal-10040
14Psybeam

Psychic6510020
15Psych Up

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

Normal--10
18Confuse Ray

Ghost-10010
21Magic Coat

Psychic--15
26Zen Headbutt

Psychic809015
29Power Gem

Rock8010020
35Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
35Snore

Normal5010015
42Psyshock

Psychic8010010
46Payback

The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.

Dark5010010
52Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
60Bounce

Flying85855

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM04Calm Mind

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

Psychic--20
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from 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. It lowers the power of Fire-type moves.

Water--5
TM23Iron Tail

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

Steel1007515
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
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 reduce damage from physical attacks for five turns.

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM41Torment

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

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

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

Normal-10015
TM46Thief

The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.

Dark6010025
TM48Skill Swap

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

Psychic--10
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.

Grass9010010
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM60Drain Punch

An energy-draining punch. The user's HP is restored by half the damage taken by the target.

Fighting7510010
TM63Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
TM66Payback

The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.

Dark5010010
TM67Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

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

Normal--10
TM82Sleep Talk

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

Normal--10
TM83Bulldoze

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

Ground6010020
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute 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

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Amnesia

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--20
Amnesia

Learn before evolving, then retain the move.

Psychic--20
Extrasensory

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic8010020
Extrasensory

Learn before evolving, then retain the move.

Psychic8010020
Future Sight

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic12010010
Future Sight

Learn before evolving, then retain the move.

Psychic12010010
Mirror Coat

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic-10020
Mirror Coat

Learn before evolving, then retain the move.

Psychic-10020
Simple Beam

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10015
Simple Beam

Learn before evolving, then retain the move.

Normal-10015
Trick

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic-10010
Trick

Learn before evolving, then retain the move.

Psychic-10010
Whirlwind

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--20
Whirlwind

Learn before evolving, then retain the move.

Normal--20

Ability options available to this Pokémon in this game.

Thick Fat

Ability Slot 1

Halves damage from Fire and Ice moves.

Own Tempo

Ability Slot 2

Prevents confusion and prevents Intimidate from lowering Attack.

Gluttony(Hidden Ability)

Makes eligible pinch Berries activate at half HP or less.

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