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Munna

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Munna in Pokémon Sword & Shield

Galar Pokédex #90 • Dream Eater Pokémon

Munna in the National Pokédex
Munna sprite

Normal

Shiny Munna sprite

Shiny

Pokédex entries

Sword

Late at night, it appears beside people’s pillows. As it feeds on dreams, the patterns on its body give off a faint glow.

Shield

It eats dreams and releases mist. The mist is pink when it’s eating a good dream, and black when it’s eating a nightmare.

Pokémon details

Type

Psychic

Category

Dream Eater Pokémon

Height

0.6 m (2'00")

Weight

23.3 kg (51.4 lbs)

National Pokédex

#0517

Pokédex

Galar #90

Munna in Other Games

National Dex page

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

Min

Max

HP

76

262

356

Attack

25

49

163

Defense

45

85

207

Sp. Atk

67

125

256

Sp. Def

55

103

229

Speed

24

47

161

Total

292

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 Munna, 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
Galar #90
EV yield
1 HP
Catch rate
190
Base Exp.
58

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

Evolution requirements shown in a compact table or chain view.

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

Axew's Eye

Wild Pokémon

Random in Grass6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Bridge Field

Wild Pokémon

Overworld6025%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

East Lake Axewell

Wild Pokémon

Overworld6060%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

East Lake Axewell

Wild Pokémon

Random in Grass6030%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Giant's Cap

Main Area

Random in Grass27-2920%

Before the Darkest Day and Eternatus battle, Overcast

Giant's Cap

Main Area

Random in Grass6020%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Giant's Cap

Main Area

Random in Grass6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Giant's Seat

Wild Pokémon

Overworld602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Rolling Fields

Main Area

Random in Grass6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Slumbering Weald

Deep

Overworld45-4730%

-

Slumbering Weald

Deep

Random in Grass45-4725%

-

Stony Wilderness

Main Area

Overworld6030%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Stony Wilderness

Area 2

Overworld6035%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Stony Wilderness

Area 3

Overworld6010%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Stony Wilderness

Max Raid Battles — pool 2 (common beam)

Max Raid Battle15-2030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Watchtower Ruins

Max Raid Battles — pool 2 (common beam)

Max Raid Battle15-2030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Slumbering Weald

Curry visitors

After Making Curry45-47-

Make curry while camping on an eligible mainland route or cave; the party average sociability must be at least 200; carry a Poké Ball, Great Ball or Ultra Ball; sociability is distinct from friendship, 13.33% of the visitor species pool, conditional on attracting a curry visitor; not the chance that a visitor appears

Sword
LocationMethodLevelChanceConditions

Axew's Eye

Wild Pokémon

Random in Grass6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Bridge Field

Wild Pokémon

Overworld6025%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

East Lake Axewell

Wild Pokémon

Overworld6060%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

East Lake Axewell

Wild Pokémon

Random in Grass6030%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Giant's Cap

Main Area

Random in Grass27-2920%

Before the Darkest Day and Eternatus battle, Overcast

Giant's Cap

Main Area

Random in Grass6020%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Giant's Cap

Main Area

Random in Grass6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Giant's Seat

Wild Pokémon

Overworld602%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Rolling Fields

Main Area

Random in Grass6040%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Slumbering Weald

Deep

Overworld45-4730%

-

Slumbering Weald

Deep

Random in Grass45-4725%

-

Stony Wilderness

Main Area

Overworld6030%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Stony Wilderness

Area 2

Overworld6035%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Stony Wilderness

Area 3

Overworld6010%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Stony Wilderness

Max Raid Battles — pool 2 (common beam)

Max Raid Battle15-2030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Watchtower Ruins

Max Raid Battles — pool 2 (common beam)

Max Raid Battle15-2030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 1-star Max Raid Battle; rank availability depends on Gym Badges and the host

Slumbering Weald

Curry visitors

After Making Curry45-47-

Make curry while camping on an eligible mainland route or cave; the party average sociability must be at least 200; carry a Poké Ball, Great Ball or Ultra Ball; sociability is distinct from friendship, 13.33% of the visitor species pool, conditional on attracting a curry visitor; not the chance that a visitor appears

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartDefense Curl

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

Normal--40
StartStored Power

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

Psychic2010010
4Hypnosis

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

Psychic-6020
8Psybeam

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

Psychic6510020
12Imprison

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

Psychic--10
16Moonlight

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

Fairy--5
20Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Psychic--15
24Zen Headbutt

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

Psychic809015
28Calm Mind

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

Psychic--20
32Yawn

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

Normal--10
36Psychic

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

Psychic9010010
40Moonblast

Borrowing the power of the moon, the user attacks the target. This may also lower the target’s Sp. Atk stat.

Fairy9510015
44Dream 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
48Future Sight

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

Psychic12010010
52Wonder Room

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

Psychic--10

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM14Thunder Wave

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

Electric-9020
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM19Safeguard

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

Normal--25
TM21Rest

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

Psychic--10
TM22Rock Slide

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM24Snore

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

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM31Attract

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

Normal-10015
TM33Rain 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
TM39Facade

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

Normal7010020
TM40Swift

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

Normal60-20
TM41Helping Hand

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

Normal--20
TM44Imprison

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

Psychic--10
TM48Rock Tomb

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

Rock609515
TM60Power Swap

The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.

Psychic--10
TM61Guard Swap

The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.

Psychic--10
TM70Trick Room

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

Psychic--5
TM71Wonder Room

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

Psychic--10
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TR11Psychic

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

Psychic9010010
TR17Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR25Psyshock

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

Psychic8010010
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR33Shadow Ball

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

Ghost8010015
TR34Future Sight

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

Psychic12010010
TR38Trick

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

Psychic-10010
TR40Skill Swap

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

Psychic--10
TR49Calm Mind

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

Psychic--20
TR52Gyro 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
TR65Energy Ball

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

Grass9010010
TR69Zen Headbutt

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

Psychic809015
TR82Stored Power

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

Psychic2010010
TR83Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15
TR92Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010

Moves this Pokémon can learn from move tutors in this game.
Class
Expanding Force

The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.

Psychic8010010

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Curse

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

Ghost--10
Healing Wish

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

Psychic--10

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
After You

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Baton Pass

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Charge Beam

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Double Team

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--5
Heal Bell

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Pain Split

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Psych Up

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Shock Wave

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Torment

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark-10015
Toxic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Worry Seed

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Grass-10010

Ability options available to this Pokémon in this game.

Forewarn

Ability Slot 1

When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.

Reveals the opponents’ strongest move upon entering battle.

Synchronize

Ability Slot 2

The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.

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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