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Pokedex

Pawmot Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Pawmot is an Electric/Fighting type creature first seen in Generation 9. Evolution of Pawmo. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Pawmot #0923
Hands-On Pokémon
Pokemon Profile
Pokédex Data
National No. #0923
Type electric fighting
Species Hands-On Pokémon
Height 0.9 m (3'0")
Weight 41.0 kg (90.4 lbs)
Abilities Volt absorb,Natural cure,Iron fist
Color Yellow
Introduced in Generation 9
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 70 15%
Attack 115 24%
Defense 70 15%
Sp. Atk 70 15%
Sp. Def 60 13%
Speed 105 22%
Total 490
Evolution
Pokemon 1
#0921
Pawmi
Pokemon 1
#0922
Pawmo
Pokemon 1
#0923
Pawmot

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Pawmot learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Scratch Hard, pointed, sharp claws rake the target to inflict damage. Physical Normal 40 100 35
33 Slam The target is slammed with a long tail, vines, or the like to inflict damage. Physical Normal 80 75 20
19 Bite The target is bitten with viciously sharp fangs. This may also make the target flinch. Physical Dark 60 100 25
1 Growl The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. Status Normal 0 100 40
3 Thunder Shock A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. Special Electric 40 100 30
29 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
15 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
54 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
6 Quick Attack The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Normal 40 100 30
23 Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. Physical Electric 65 100 20
8 Charge The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. Status Electric 0 0 20
25 Arm Thrust The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row. Physical Fighting 15 100 20
44 Close Combat The user fights the target up close without guarding itself. This also lowers the user’s Defense and Sp. Def stats. Physical Fighting 120 100 5
49 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15
39 Entrainment The user dances with an odd rhythm that compels the target to mimic it, making the target’s Ability the same as the user’s. Status Normal 0 100 15
1 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
12 Nuzzle The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. Physical Electric 20 100 20
0 Revival Blessing Status Normal 0 0 1
60 Double Shock Physical Electric 120 100 5

Pawmot Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Fire Punch The target is punched with a fiery fist. This may also leave the target with a burn. Physical Fire 75 100 15
0 Ice Punch The target is punched with an icy fist. This may also leave the target frozen. Physical Ice 75 100 15
0 Thunder Punch The target is punched with an electrified fist. This may also leave the target with paralysis. Physical Electric 75 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Low Kick A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power. Physical Fighting 0 100 20
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. Status Fairy 0 100 20
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Metal Claw The target is raked with steel claws. This may also raise the user’s Attack stat. Physical Steel 50 95 35
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. Physical Dark 80 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Bulk Up The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats. Status Fighting 0 0 20
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Seed Bomb The user slams a barrage of hard-shelled seeds down on the target from above. Physical Grass 80 100 15
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Thunder Fang The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. Physical Electric 65 95 15
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. Special Electric 0 100 10
0 Low Sweep The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat. Physical Fighting 65 100 20
0 Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Special Electric 70 100 20
0 Play Rough The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. Physical Fairy 90 90 10
0 Eerie Impulse The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. Status Electric 0 100 15
0 Electric Terrain The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. Status Electric 0 0 10
0 Body Press The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target. Physical Fighting 80 100 10
0 Tera Blast Special Normal 80 100 10

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