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Pawmo sprite

#0922

Pawmo

electricfighting0.4 m · 6.5 kg

Base stats 350 total

HP
60
Atk
75
Def
40
SpA
50
SpD
40
Spe
85

Abilities

  • Volt Absorb
  • Natural Cure
  • Iron Fist hidden

Learnset

Showing Scarlet / VioletPawmo doesn't appear in Legends: Arceus.

Level16

  • Arm ThrustfightingPhysical15 BP100% acc20 PPHits 2-5 times in one turn.
  • 1GrowlnormalStatus100% acc40 PPLowers the target’s Attack by one stage.
  • 1ScratchnormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 3Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 6Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 8ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 12NuzzleelectricPhysical20 BP100% acc20 PPHas a chance to paralyze the target.
  • 15DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • 19BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 23SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 27Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 32SlamnormalPhysical80 BP75% acc20 PPInflicts regular damage with no additional effect.
  • 38EntrainmentnormalStatus100% acc15 PPCopies the user’s ability onto the target.
  • 42DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 46AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • 52Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

TM/HM42

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • CharmfairyStatus100% acc20 PPLowers the target’s Attack by two stages.
  • CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • 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 PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • 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.
  • Metal ClawsteelPhysical50 BP95% acc35 PPHas a chance to raise the user’s Attack by one stage.
  • Play RoughfairyPhysical90 BP90% acc10 PPHas a chance to lower the target’s Attack by one stage.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • 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.
  • Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • 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.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • 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.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Appears in 1 games

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