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Musharna

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Musharna in Pokémon Omega Ruby & Alpha Sapphire

#518 in the Omega Ruby and Alpha Sapphire Pokédex • Drowsing Pokémon

Musharna in the National Pokédex
Musharna sprite

Normal

Shiny Musharna sprite

Shiny

Pokédex entries

Omega Ruby

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

Alpha Sapphire

The dream mist coming from its forehead changes into many different colors depending on the dream that was eaten.

Pokémon details

Type

Psychic

Category

Drowsing Pokémon

Height

1.1 m (3'07")

Weight

60.5 kg (133.4 lbs)

National Pokédex

#0518

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
-
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

#517

Moon StoneUse Moon Stone
Musharna

Musharna

#518

Evolution

Evolve Munna, which is found only at Mirage Spots. Munna evolves into Musharna when exposed to a Moon Stone.

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

The target is attacked with a peculiar ray. This may also leave the target confused.

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 Omega Ruby and Alpha Sapphire.
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 depending on the Pokémon using it.

Normal6010015
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

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
TM20Safeguard

The user creates a protective field that prevents status conditions 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. 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
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
TM39Rock Tomb

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

Rock609515
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. 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
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. This may also lower the target’s Sp. Def.

Grass9010010
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 can’t move 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 dark caves.

Normal-10020
TM73Thunder Wave

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

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

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 Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM85Dream Eater

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

Psychic10010015
TM87Swagger

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

Normal-9015
TM88Sleep Talk

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

Normal--10
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
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
After You

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

Normal--15
Gravity

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

Psychic--5
Heal Bell

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

Normal--5
Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
Magic Coat

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

Psychic--15
Pain Split

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

Normal--20
Shock Wave

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

Electric60-20
Signal Beam

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

Bug7510015
Skill Swap

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

Psychic--10
Snore

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

Normal5010015
Trick

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

Psychic-10010
Wonder Room

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

Psychic--10
Worry Seed

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

Grass-10010
Zen Headbutt

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

Psychic809015

Learn before evolving. Some moves must be retained from breeding or a prior stage.
Class
Acquisition source
Barrier

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

Psychic--20

Munna — breeding

Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40

Munna — breeding

Curse

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

Ghost--10

Munna — breeding

Future Sight

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

Psychic12010010

Munna — level up (level 31)

Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.

Psychic--10

Munna — breeding

Imprison

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

Psychic--10

Munna — level up (level 13)

Moonlight

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

Fairy--5

Munna — level up (level 17)

Nightmare

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

Ghost-10015

Munna — level up (level 29)

Psywave

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

Psychic-10015

Munna — level up (level 1)

Sonic Boom

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

Normal-9020

Munna — breeding

Stored Power

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

Psychic2010010

Munna — level up (level 47)

Swift

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

Normal60-20

Munna — breeding

Synchronoise

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

Psychic12010010

Munna — level up (level 25)

Telekinesis

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

Psychic--15

Munna — level up (level 43)

Yawn

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

Normal--10

Munna — level up (level 7)

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Barrier

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

Psychic--20

Generation III–V import via Poké Transporter and Pokémon Bank

Barrier

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

Psychic--20

Trade from X/Y; retain through local trade and evolution where applicable

Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40

Generation III–V import via Poké Transporter and Pokémon Bank

Baton Pass

The user switches places with a party Pokémon in waiting and passes along any stat changes.

Normal--40

Trade from X/Y; retain through local trade and evolution where applicable

Curse

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

Ghost--10

Generation III–V import via Poké Transporter and Pokémon Bank

Curse

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

Ghost--10

Trade from X/Y; retain through local trade and evolution where applicable

Future Sight

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

Psychic12010010

Generation III–V import via Poké Transporter and Pokémon Bank

Future Sight

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

Psychic12010010

Trade from X/Y; retain through local trade and evolution where applicable

Healing Wish

The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured.

Psychic--10

Trade from X/Y; retain through local trade and evolution where applicable

Imprison

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

Psychic--10

Generation III–V import via Poké Transporter and Pokémon Bank

Imprison

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

Psychic--10

Trade from X/Y; retain through local trade and evolution where applicable

Moonlight

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

Fairy--5

Generation III–V import via Poké Transporter and Pokémon Bank

Moonlight

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

Fairy--5

Trade from X/Y; retain through local trade and evolution where applicable

Nightmare

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

Ghost-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Nightmare

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

Ghost-10015

Trade from X/Y; retain through local trade and evolution where applicable

Psywave

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

Psychic-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Psywave

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

Psychic-10015

Trade from X/Y; retain through local trade and evolution where applicable

Sonic Boom

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

Normal-9020

Generation III–V import via Poké Transporter and Pokémon Bank

Sonic Boom

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

Normal-9020

Trade from X/Y; retain through local trade and evolution where applicable

Stored Power

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

Psychic2010010

Generation III–V import via Poké Transporter and Pokémon Bank

Stored Power

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

Psychic2010010

Trade from X/Y; retain through local trade and evolution where applicable

Swift

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

Normal60-20

Generation III–V import via Poké Transporter and Pokémon Bank

Swift

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

Normal60-20

Trade from X/Y; retain through local trade and evolution where applicable

Synchronoise

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

Psychic12010010

Generation III–V import via Poké Transporter and Pokémon Bank

Synchronoise

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

Psychic12010010

Trade from X/Y; retain through local trade and evolution where applicable

Telekinesis

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

Psychic--15

Generation III–V import via Poké Transporter and Pokémon Bank

Telekinesis

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

Psychic--15

Trade from X/Y; retain through local trade and evolution where applicable

Yawn

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

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Yawn

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

Normal--10

Trade from X/Y; retain through local trade and evolution where applicable

Ability options available to this Pokémon in this game.

Forewarn

Ability Slot 1

Determines what moves an opposing Pokémon has.

Reveals an opposing move with the highest assigned power.

Synchronize

Ability Slot 2

Passes poison, paralyze, or burn to the Pokémon that inflicted it.

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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