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Pawmot

Types :

FightingElectric

Egg Groups :

Field

Abilities :

Volt Absorb:

If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage.

Natural Cure:

The Pokémon’s status conditions are cured when it switches out.

Iron Fist:

Powers up punching moves.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1FireFire PunchFirePhysical7510015normal010% chance to burn the target.
2IceIce PunchIcePhysical7510015normal010% chance to freeze the target.
3ElectricThunder PunchElectricPhysical7510015normal010% chance to paralyze the target.
4NormalScratchNormalPhysical4010035normal0No additional effect.
5NormalSlamNormalPhysical807520normal0No additional effect.
6NormalTake DownNormalPhysical908520normal0Has 1/4 recoil.
7DarkBiteDarkPhysical6010025normal030% chance to make the target flinch.
8NormalGrowlNormalStatus010040allAdjacentFoes0Lowers the foe(s) Attack by 1.
9NormalHyper BeamNormalSpecial150905normal0User cannot move next turn.
10FightingLow KickFightingPhysical010020normal0More power the heavier the target.
11ElectricThunder ShockElectricSpecial4010030normal010% chance to paralyze the target.
12ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
13ElectricThunder WaveElectricStatus09020normal0Paralyzes the target.
14ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
15GroundDigGroundPhysical8010010normal0Digs underground turn 1, strikes turn 2.
16PsychicAgilityPsychicStatus030self0Raises the user's Speed by 2.
17NormalQuick AttackNormalPhysical4010030normal1Usually goes first.
18NormalMetronomeNormalStatus010self0Picks a random move.
19NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
20PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
21NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
22DarkThiefDarkPhysical6010025normal0If the user has no item, it steals the target's.
23NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
24NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
25FairyCharmFairyStatus010020normal0Lowers the target's Attack by 2.
26ElectricSparkElectricPhysical6510020normal030% chance to paralyze the target.
27NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
28NormalBaton PassNormalStatus040self0User switches, passing stat changes and more.
29NormalEncoreNormalStatus01005normal0Target repeats its last move for its next 3 turns.
30SteelMetal ClawSteelPhysical509535normal010% chance to raise the user's Attack by 1.
31WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
32FireSunny DayFireStatus05all0For 5 turns, intense sunlight powers Fire moves.
33DarkCrunchDarkPhysical8010015normal020% chance to lower the target's Defense by 1.
34NormalFacadeNormalPhysical7010020normal0Power doubles if user is burn/poison/paralyzed.
35ElectricChargeElectricStatus020self0+1 SpD, user's Electric move next turn 2x power.
36NormalHelping HandNormalStatus020adjacentAlly5One adjacent ally's move power is 1.5x this turn.
37FightingBrick BreakFightingPhysical7510015normal0Destroys screens, unless the target is immune.
38FightingArm ThrustFightingPhysical1510020normal0Hits 2-5 times in one turn.
39RockRock TombRockPhysical609515normal0100% chance to lower the target's Speed by 1.
40FightingBulk UpFightingStatus020self0Raises the user's Attack and Defense by 1.
41FightingClose CombatFightingPhysical1201005normal0Lowers the user's Defense and Sp. Def by 1.
42DarkFlingDarkPhysical010010normal0Flings the user's item at the target. Power varies.
43GrassSeed BombGrassPhysical8010015normal0No additional effect.
44FightingFocus BlastFightingSpecial120705normal010% chance to lower the target's Sp. Def by 1.
45NormalGiga ImpactNormalPhysical150905normal0User cannot move next turn.
46ElectricThunder FangElectricPhysical659515normal010% chance to paralyze. 10% chance to flinch.
47ElectricDischargeElectricSpecial8010015allAdjacent030% chance to paralyze adjacent Pokemon.
48GrassGrass KnotGrassSpecial010020normal0More power the heavier the target.
49ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
50ElectricElectro BallElectricSpecial010010normal0More power the faster the user is than the target.
51FightingLow SweepFightingPhysical6510020normal0100% chance to lower the target's Speed by 1.
52NormalEntrainmentNormalStatus010015normal0The target's Ability changes to match the user's.
53ElectricVolt SwitchElectricSpecial7010020normal0User switches out after damaging the target.
54ElectricWild ChargeElectricPhysical9010015normal0Has 1/4 recoil.
55FairyPlay RoughFairyPhysical909010normal010% chance to lower the target's Attack by 1.
56ElectricEerie ImpulseElectricStatus010015normal0Lowers the target's Sp. Atk by 2.
57ElectricElectric TerrainElectricStatus010all05 turns. Grounded: +Electric power, can't sleep.
58ElectricNuzzleElectricPhysical2010020normal0100% chance to paralyze the target.
59FightingBody PressFightingPhysical8010010normal0Uses user's Def stat as Atk in damage calculation.
60NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
61NormalRevival BlessingNormalStatus01self0Revives a fainted Pokemon to 50% HP.
62ElectricDouble ShockElectricPhysical1201005normal0User's Electric type becomes typeless; must be Electric.