Pawmot

Pawmot

Rank #49ElectricFighting

HP
145
Atk
135
Def
90
SpA
90
SpD
80
Spe
125
Total665

Usage Format

Pawmot Abilities

Pawmot Type Effectiveness

Weak to

Ground2×Psychic2×Fairy2×

Resistant to

Rock½×Bug½×Steel½×Electric½×Dark½×

Immune to

—

Damaged normally by

Normal1×Fighting1×Flying1×Poison1×Ghost1×Fire1×Water1×Grass1×Ice1×Dragon1×

Pawmot Moves

Usage Move Type Category Target Power Acc PP Prio Description
92.4%Double ShockElectricPhysicalSingle12010080The user loses the Electric type. This move fails unless it is used by an Electric type.
84.8%Close CombatFightingPhysicalSingle12010080Lowers the user’s Defense and Sp. Def stats by 1 stage.
76.7%Revival BlessingNormalStatusSelf—∞10Revives a Pokemon in the user’s party that has fainted and restores 1/2 of that Pokemon’s max HP.
48.3%Fake OutNormalPhysicalSingle4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
23%Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
21.3%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
19.2%CoachingFightingStatusAlly—∞120Boosts allies’ Attack and Defense stats by 1 stage.
9.9%Mach PunchFightingPhysicalSingle4010020+1—
4.4%Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
3.7%Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Double-EdgeNormalPhysicalSingle120100160The user takes 1/3 of the damage dealt by this move.
—BiteDarkPhysicalSingle60100200Has a 30% chance of making the target flinch.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Low KickFightingPhysicalSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Quick AttackNormalPhysicalSingle4010020+1—
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—Super FangNormalPhysicalSingle—90120Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—Sweet KissFairyStatusSingle—75120Confuses the target.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Baton PassNormalStatusSelf—∞200The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in.
—EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—CrunchDarkPhysicalSingle80100160Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—ChargeElectricStatusSelf—∞200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—WishNormalStatusSelf—∞80Gives the user’s spot the Wish status.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—Rock TombRockPhysicalSingle6095160Lowers the target’s Speed stat by 1 stage.
—Bulk UpFightingStatusSelf—∞200Boosts the user’s Attack and Defense stats by 1 stage.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Seed BombGrassPhysicalSingle80100160—
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder FangElectricPhysicalSingle6595160Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
—DischargeElectricSpecialAll80100160Has a 30% chance of paralyzing targets.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Electro BallElectricSpecialSingle—100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
—Low SweepFightingPhysicalSingle65100200Lowers the target’s Speed stat by 1 stage.
—EntrainmentNormalStatusSingle—100160Changes the target’s Ability to be the same as the user’s.
—Volt SwitchElectricSpecialSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
—ElectrowebElectricSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
—Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
—Eerie ImpulseElectricStatusSingle—100160Lowers the target’s Sp. Atk stat by 2 stages.
—Electric TerrainElectricStatusField—∞120Turns the entire field into Electric Terrain for 5 turns.
—NuzzleElectricPhysicalSingle20100200Paralyzes the target.
—Throat ChopDarkPhysicalSingle80100160Gives the target the Throat Chopped status.
—Body PressFightingPhysicalSingle80100120The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat.
—Supercell SlamElectricPhysicalSingle10095160If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—Upper HandFightingPhysicalSingle6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority attack.