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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Mienfoo sprite

#0619

Mienfoo

fighting0.9 m · 20.0 kg

Base stats 350 total

HP
45
Atk
85
Def
50
SpA
55
SpD
50
Spe
65

Abilities

  • Inner Focus
  • Regenerator
  • Reckless hidden

Learnset

What Mienfoo learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level14

  • 1DetectfightingStatus5 PPPrevents any moves from hitting the user this turn.
  • 1PoundnormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 5Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
  • 10ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • 15Fury SwipesnormalPhysical18 BP80% acc15 PPHits 2-5 times in one turn.
  • 20Quick GuardfightingStatus15 PPPrevents any priority moves from hitting friendly Pokémon this turn.
  • 25Force PalmfightingPhysical60 BP100% acc10 PPHas a chance to paralyze the target.
  • 30U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • 35Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • 40Hone ClawsdarkStatus15 PPRaises the user’s Attack and accuracy by one stage.
  • 45Aura SpherefightingSpecial80 BP20 PPNever misses.
  • 51BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
  • 55Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • 60High Jump KickfightingPhysical130 BP90% acc10 PPIf the user misses, it takes half the damage it would have inflicted in recoil.

Egg3

  • FeintnormalPhysical30 BP100% acc10 PPHits through Protect and Detect.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.

TM/HM41

  • AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
  • Aerial AceflyingPhysical60 BP20 PPNever misses.
  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • Aura SpherefightingSpecial80 BP20 PPNever misses.
  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Swords DancenormalStatus20 PPRaises the user’s Attack by two stages.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
  • U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • Upper HandfightingPhysical65 BP100% acc15 PPThe user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.

Appears in 8 games

  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Scarlet / Violet