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Pawmo Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Pawmo is an Electric/Fighting type creature first seen in Generation 9. Evolution of Pawmi; evolves into Pawmot. 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.

Pawmo #0922
Mouse Pokémon
Pokemon Profile
Pokédex Data
National No. #0922
Type electric fighting
Species Mouse Pokémon
Height 0.4 m (1'36")
Weight 6.5 kg (14.3 lbs)
Abilities Volt absorb,Natural cure,Iron fist
Color Yellow
Introduced in Generation 9
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 60 18%
Attack 75 22%
Defense 40 12%
Sp. Atk 50 15%
Sp. Def 40 12%
Speed 85 25%
Total 350
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

Pawmo 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
32 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
27 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
46 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
0 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
42 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15
38 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
52 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

Pawmo Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
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 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 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 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 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 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 Tera Blast Special Normal 80 100 10

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