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Pawmot

Pawmot
ElectricFighting

Height 0.9 m·Weight 41.0 kg

Base stats

HP
70
Atk
115
Def
70
SpA
70
SpD
60
Spe
105
Total490

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Pokémon Champions data for this Pokémon is not confirmed yet. Base stats and abilities follow the main series and will update automatically once confirmed.

Abilities

* Hidden ability

  • Volt Absorb

    immune to Electric-type moves · heals 1/4 max HP when hit by an Electric-type move

  • Natural Cure

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

  • Iron Fist

    power ×1.2 for punch moves

Learnable moves

64 moves
  • recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • damage equal to 1/2 of the target's remaining HP

    PowerAcc.90PP12
    Contact
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • switches out, passing stat changes on

    PowerAcc.PP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • [Priority +3] flinch · usable only on the user's first turn out

    Power40Acc.100PP12
    Contact
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • Wish

    end of next turn: restores 1/2 of max HP · also heals a replacement

    PowerAcc.PP8
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • target's Ability becomes the user's

    PowerAcc.100PP16
  • The user bestows a loving blessing, reviving a party Pokémon that has fainted and restoring half that Pokémon's max HP.

    PowerAcc.PP1
  • 10% chance: burn

    Power75Acc.100PP16
    ContactPunch
  • sun for 5 turns

    PowerAcc.PP8
  • rain for 5 turns

    PowerAcc.PP8
  • Power80Acc.100PP16
    Ball & bomb
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • user's Sp. Def +1

    PowerAcc.PP20
  • 10% chance: paralysis · 10% chance: flinch

    Power65Acc.95PP16
    ContactBite
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • paralysis

    Power20Acc.100PP20
    Contact
  • !

    user loses its Electric type after use

    Power120Acc.100PP8
    ContactPunch
  • misses: user loses 1/2 max HP

    Power100Acc.95PP16
    ContactStomp
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • [Priority +1]

    Power40Acc.100PP20
    ContactPunch
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • uses the user's Defense for damage

    Power80Acc.100PP12
    Contact
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • target's Speed −1

    Power60Acc.95PP16
  • Bite

    30% chance: flinch

    Power60Acc.100PP20
    ContactBite
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • target can't use sound moves for 2 turns

    Power80Acc.100PP16
    Contact
  • confusion

    PowerAcc.75PP12
  • target's Attack −2

    PowerAcc.100PP20
  • 10% chance: target's Attack −1

    Power90Acc.90PP12
    Contact