#923 Pawmot

General Location Attacks Stats Egg Moves
Gen IX Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Pawmot
Japan: Parmot
パーモット
French: Pohmarmotte
German: Pamomamo
Korean: 빠르모트
National: #923
Male :50%
Female :50%
Electric-type Fighting-type
Classification Height Weight
Hands-On Pokémon 2'11"
0.9m
90.4lbs
41kg
Abilities: Volt Absorb - Natural Cure - Iron Fist
Volt Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Electric-type moves.
Natural Cure: The Pokémon’s status (BURN, PARALYZE, SLEEP, POISON, FREEZE) is healed when withdrawn from battle.
Iron Fist: The power of punching moves is increased by 20%. This stacks with Punching Glove.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *1 *2 *0.5 *0.5 *1 *1 *0.5 *0.5 *2
Evolutionary Chain
Pawmot

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Agility Agility - Psychic-type Agility: Other Move -- 101 20 --
Boosts the user's Speed stat by 2 stages.
Baton Pass Baton Pass - Normal-type Baton Pass: Other Move -- 101 20 --
The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes a substitute or other such effects they will be passed on to the Pokémon switching in.
Bite Bite - Dark-type Bite: Physical Move 60 100 20 30
Has a 30% chance of making the target flinch.
Body Press Body Press - Fighting-type Body Press: Physical Move 80 100 12 --
The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 16 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bulk Up Bulk Up - Fighting-type Bulk Up: Other Move -- 101 20 --
Boosts the user's Attack and Defense stats by 1 stage.
Charge Charge - Electric-type Charge: Other Move -- 101 20 --
Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 12 70
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm Charm - Fairy-type Charm: Other Move -- 100 20 --
Lowers the target's Attack stat by 2 stages.
Close Combat Close Combat - Fighting-type Close Combat: Physical Move 120 100 8 --
Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching Coaching - Fighting-type Coaching: Other Move -- 101 12 --
Boosts allies' Attack and Defense stats by 1 stage.
Crunch Crunch - Dark-type Crunch: Physical Move 80 100 16 20
Has a 20% chance of lowering the target's Defense stat by 1 stage.
Dig Dig - Ground-type Dig: Physical Move 80 100 12 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Discharge Discharge - Electric-type Discharge: Special Move 80 100 16 30
Has a 30% chance of paralyzing targets.
Double Shock Double Shock - Electric-type Double Shock: Physical Move 120 -- 8 --
The user loses the Electric type. This move fails unless it is used by an Electric type.
Double-Edge Double-Edge - Normal-type Double-Edge: Physical Move 120 100 16 --
The user takes 1/3 of the damage dealt by this move.
Eerie Impulse Eerie Impulse - Electric-type Eerie Impulse: Other Move -- 100 16 --
Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain Electric Terrain - Electric-type Electric Terrain: Other Move -- 101 12 --
Turns the entire field into Electric Terrain for 5 turns.
Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 12 --
The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 16 --
Lowers targets' Speed stats by 1 stage.
Encore Encore - Normal-type Encore: Other Move -- 100 8 --
Gives the target the Encore status.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
During the turn this move is used if the user takes damage from a move that would knock it out it will endure the hit with 1 HP. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Entrainment Entrainment - Normal-type Entrainment: Other Move -- 100 16 --
Changes the target's Ability to be the same as the user's.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This move's power is doubled if the user is poisoned badly poisoned burned or paralyzed. Although this move is a physical move the damage it deals is not halved when the user is burned.
Fake Out Fake Out - Normal-type Fake Out: Physical Move 40 100 12 100
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fire Punch Fire Punch - Fire-type Fire Punch: Physical Move 75 100 16 10
Has a 10% chance of burning the target.
Fling Fling - Dark-type Fling: Physical Move ?? 100 12 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 8 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 20 --
This move fails if the user has already taken damage from a move in the same turn.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 20 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 20 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Ice Punch Ice Punch - Ice-type Ice Punch: Physical Move 75 100 16 10
Has a 10% chance of freezing the target.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 20 --
This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Low Kick Low Kick - Fighting-type Low Kick: Physical Move ?? 100 20 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Low Sweep Low Sweep - Fighting-type Low Sweep: Physical Move 65 100 20 --
Lowers the target's Speed stat by 1 stage.
Mach Punch Mach Punch - Fighting-type Mach Punch: Physical Move 40 100 20 --
Nuzzle Nuzzle - Electric-type Nuzzle: Physical Move 20 100 20 100
Paralyzes the target.
Play Rough Play Rough - Fairy-type Play Rough: Physical Move 90 90 12 10
Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Quick Attack Quick Attack - Normal-type Quick Attack: Physical Move 40 100 20 --
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Revival Blessing Revival Blessing - Normal-type Revival Blessing: Other Move -- -- 1 --
Revives a Pokémon in the user's party that has fainted and restores 1/2 of that Pokémon's max HP.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 16 --
Lowers the target's Speed stat by 1 stage.
Seed Bomb Seed Bomb - Grass-type Seed Bomb: Physical Move 80 100 16 --
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 8 --
Summons harsh sunlight for 5 turns.
Super Fang Super Fang - Normal-type Super Fang: Physical Move ?? 90 12 --
Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left.
Supercell Slam Supercell Slam - Electric-type Supercell Slam: Physical Move 100 95 16 --
If this move misses or fails the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Sweet Kiss Sweet Kiss - Fairy-type Sweet Kiss: Other Move -- 75 12 --
Confuses the target.
Thief Thief - Dark-type Thief: Physical Move 60 100 20 --
If the user is not already holding an item it steals the target's held item.
Throat Chop Throat Chop - Dark-type Throat Chop: Physical Move 80 100 16 100
Gives the target the Throat Chopped status.
Thunder Thunder - Electric-type Thunder: Special Move 110 70 12 30
Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Fang Thunder Fang - Electric-type Thunder Fang: Physical Move 65 95 16 10
Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Thunder Punch Thunder Punch - Electric-type Thunder Punch: Physical Move 75 100 16 10
Has a 10% chance of paralyzing the target.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
Paralyzes the target.
Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 16 10
Has a 10% chance of paralyzing the target.
Upper Hand Upper Hand - Fighting-type Upper Hand: Physical Move 65 100 16 --
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 20 --
After attacking the user switches out of battle to be replaced by another party Pokémon.
Wild Charge Wild Charge - Electric-type Wild Charge: Physical Move 90 100 16 --
The user takes 1/4 of the damage dealt by this move.
Wish Wish - Normal-type Wish: Other Move -- 101 8 --
Gives the user's spot the Wish status.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 70 115 70 70 60 105
Max Stats
Hindering Nature
Standard 145 - 177 121 - 150 81 - 109 81 - 109 72 - 100 112 - 141
Max Stats
Neutral Nature
Standard 145 - 177 135 - 167 90 - 122 90 - 122 80 - 112 125 - 157
Max Stats
Beneficial Nature
Standard 145 - 177 148 - 183 99 - 134 99 - 134 88 - 123 137 - 172
70
115
70
105
60
70

<--- Quaquaval #914
Quaquaval
#925
Maushold
Maushold --->