Pawmot
Hands-On Pokémon
- height
- 0.9 m
- weight
- 41 kg
Pawmot’s fluffy fur acts as a battery. It can store the same amount of electricity as an electric car.
Base stats
Abilities
- Volt Absorb
This Pokemon heals 1/4 of its max HP when hit by Electric moves; Electric immunity.
- Natural Cure
This Pokemon has its non-volatile status condition cured when it switches out.
- Iron Fist
This Pokemon's punch-based attacks have 1.2x power. Sucker Punch is not boosted.
Type matchups
Weak to
Resists / immune
Bar = relative damage taken · dashed line = neutral (1×)
Ability effects— only if the Pokémon runs that ability
- Volt Absorb — immune to Electric
Moves64
Ability effects— only if the Pokémon runs that ability
- Iron Fist1.2× power for punching moves
Raises the user's Speed by 2.
User switches, passing stat changes and more.
30% chance to make the target flinch.
Uses user's Def stat as Atk in damage calculation.
Destroys screens, unless the target is immune.
Raises the user's Attack and Defense by 1.
+1 SpD, user's next Electric move 2x power.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Attack by 2.
Lowers the user's Defense and Sp. Def by 1.
Raises an ally's Attack and Defense by 1.
20% chance to lower the target's Defense by 1.
Digs underground turn 1, strikes turn 2.
30% chance to paralyze adjacent Pokemon.
User's Electric type: typeless; must be Electric.
Has 33% recoil.
Lowers the target's Sp. Atk by 2.
5 turns. Grounded: +Electric power, can't sleep.
More power the faster the user is than the target.
100% chance to lower the foe(s) Speed by 1.
Target repeats its last move for its next 3 turns.
User survives attacks this turn with at least 1 HP.
The target's Ability changes to match the user's.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
10% chance to burn the target.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Fails if the user takes damage before it hits.
User cannot move next turn.
More power the heavier the target.
One adjacent ally's move power is 1.5x this turn.
User cannot move next turn.
10% chance to freeze the target.
1.5x damage if foe holds an item. Removes item.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
Usually goes first.
100% chance to paralyze the target.
10% chance to lower the target's Attack by 1.
Prevents moves from affecting the user this turn.
Usually goes first.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Revives a fainted Pokemon to 50% HP.
100% chance to lower the target's Speed by 1.
No additional effect.
User must be asleep. Uses another known move.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Does damage equal to 1/2 target's current HP.
User is hurt by 50% of its max HP if it misses.
Causes the target to become confused.
If the user has no item, it steals the target's.
For 2 turns, the target cannot use sound moves.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Paralyzes the target.
10% chance to paralyze the target.
100% flinch. Fails unless target using priority.
User switches out after damaging the target.
Has 1/4 recoil.
Next turn, 50% of the user's max HP is restored.