Pokemon Let's Go Machop is a Fighting Type pokemon also known as a Superpower Pokémon, first discovered in the Kanto region. it's weak against , Psychic, Fairy type moves and has a Max CP of 305, 70 HP, 80 Attack, 35 SP Attack, 50 Defense, 35 SP Defense and 35 Speed. Considering it's stats, the best nature to have is Adamant, this will increase it's Attack and decrease it's Sp. Atk stats.
Machop’s muscles are special—they never get sore no matter how much they are used in exercise. This Pokémon has sufficient power to hurl a hundred adult humans.
Pokemon Lets Go Machop Evolutions
What level does Pokemon Let's Go Machop Evolve at?
The Unevolved Form Machop Evolves at level 28 into Machoke, which then Evolves from Player (Trade) into Machamp.
How to catch Machop in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Machop Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Machop is in the Victory Road zone, it will have a 15% chance to spawn in the area with a level range of 41-46. This also makes Victory Road the best place to Catch Combo Chain hunt Shiny Machop or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Machop.
Best Nature for Machop
We recommend a Adamant Nature for Machop, you can visit Madam Celadon to force encounter pokemon of Adamant Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Machop Moves
Level Up Moves
Pokemon Let's Go Machop Moves You Learn From Leveling Up.
|1||Leer||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|1||Low Kick||Fighting||Physical||1||20||100%||Inflicts more damage to heavier targets, with a maximum of 120 power.|
|4||Focus Energy||Normal||None||--||30||--||Increases the user's chance to score a critical hit.|
|8||Bide||Normal||Physical||1||10||--||User waits for 2-3 turns, then hits back for twice the damage it took.|
|12||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|16||Karate Chop||Fighting||Physical||50||25||100%||Has an increased chance for a critical hit.|
|21||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|26||Submission||Fighting||Physical||80||25||80%||User receives 1/4 the damage it inflicts in recoil.|
|31||Bulk Up||Fighting||None||--||20||--||raises the user's Attack and Defense by one stage each.|
|36||Superpower||Fighting||Physical||120||5||100%||deals damage but lowers the user's Attack and Defense by one stage each after attacking.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Machop can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM3||Helping Hand||Normal||None||--||20||--||boosts the power of the partner's move.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|TM10||Dig||Ground||Physical||80||10||100%||User digs underground, dodging all attacks, and hits next turn.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM13||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM22||Rock Slide||Rock||Physical||75||10||90%||Has a 30% chance to make the target flinch.|
|TM23||Thunder Punch||Electric||Physical||75||15||100%||deals damage and has a 10% chance of paralyzing the target.|
|TM26||Poison Jab||Poison||Physical||80||20||100%||deals damage and has a 30% chance of poisoning the target.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM30||Bulk Up||Fighting||None||--||20||--||raises the user's Attack and Defense by one stage each.|
|TM31||Fire Punch||Fire||Physical||75||15||100%||Has a 10% chance to burn the target.|
|TM35||Ice Punch||Ice||Physical||75||15||100%||Has a 10% chance to freeze the target.|
|TM37||Flamethrower||Fire||Special||95||15||100%||Has a 10% chance to burn the target.|
|TM41||Earthquake||Ground||Physical||100||10||100%||Inflicts regular damage and can hit Dig users.|
|TM46||Fire Blast||Fire||Special||120||5||85%||Has a 10% chance to burn the target.|
|TM49||Superpower||Fighting||Physical||120||5||100%||deals damage but lowers the user's Attack and Defense by one stage each after attacking.|
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This Pokemon's Master Trainer is Masahiro