Pawmo artwork
#922

Pawmo

ElectricFighting
All data Standard/Form Gen 9

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Pawmo reads as a physical attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outGround, Psychic, Fairy

These attack types are the first danger check before adding it to a team.

Battle Stats

HP60Atk75Def40Sp.Atk50Sp.Def40Speed85total350
HP 60
Atk 75
Def 40
Sp.Atk 50
Sp.Def 40
Speed 85
Type Check

What scares Pawmo?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
GroundPsychicFairy
Resists
ElectricBugRockDarkSteel
Immune to
None

Abilities / Passives

Passive effect

Volt Absorb

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Natural Cure

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Iron Fist

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Electroweb
Special · Electric PP 16

The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.

Low Kick
Physical · Fighting Acc - · PP 20

A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Volt Switch
Special · Electric PP 20

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Coaching
Status · Fighting Pow - · Acc - · PP 12

The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.

Knock Off
Physical · Dark PP 20

The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.

Quick Attack
Physical · Normal PP 20

The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.

Encore
Status · Normal Acc - · PP 8

The user compels the target to keep using the move it encored for three turns.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Arm Thrust
Damage

Used to take knockouts or put enemies into finishing range.

Baton Pass
Damage

Used to take knockouts or put enemies into finishing range.

Bite
Damage

Used to take knockouts or put enemies into finishing range.

Charge
Damage

Used to take knockouts or put enemies into finishing range.

Charge Beam
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (53 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources