Pawmi
Scarlet

It has underdeveloped electric sacs on its cheeks. These sacs can produce electricity only if Pawmi rubs them furiously with the pads on its forepaws.

Violet

The pads of its paws are electricity-discharging organs. Pawmi fires electricity from its forepaws while standing unsteadily on its hind legs.

Evolution Chain

pawmi
Pawmi
Level 18
pawmo
Pawmo
other
pawmot
Pawmot

Pokédex & Training Data

Classification Mouse Pokémon
Height 0.3 m (0'12")
Weight 2.5 kg (5.5 lbs)
Abilities
EV Yield +1 speed
Catch Rate 190
Base Friendship 50
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Paldea (S/V) #022
National #921

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
3 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
6 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
8 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
12 Nuzzle
20 100% 20 Has a 100% chance to paralyze the target.
15 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
19 Bite
60 100% 25 Has a 30% chance to make the target flinch.
23 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Thunder Wave
— 90% 20 Paralyzes the target.
31 Entrainment
— 100% 15 Copies the user’s ability onto the target.
35 Slam
80 75% 20 Inflicts regular damage with no additional effect.
38 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
40 Agility
— — 30 Raises the user’s Speed by two stages.
44 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM02 Charm
— 100% 20 Lowers the target’s Attack by two stages.
TM04 Agility
— — 30 Raises the user’s Speed by two stages.
TM07 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM09 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
TM18 Thief
60 100% 25 Takes the target’s item.
TM23 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM31 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
TM32 Swift
60 — 20 Never misses.
TM43 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM47 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM48 Volt Switch
70 100% 20 User must switch out after attacking.
TM49 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM50 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM55 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM70 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM72 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TM82 Thunder Wave
— 90% 20 Paralyzes the target.
TM85 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM96 Eerie Impulse
— 100% 15 Lowers the target’s Special Attack by two stages.
TM103 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM108 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
TM122 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TM126 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM127 Play Rough
90 90% 10 Has a 10% chance to lower the target’s Attack by one stage.
TM130 Helping Hand
— — 20 Ally’s next move inflicts half more damage.
TM132 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
TM136 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
TM147 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM166 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM171 Tera Blast
80 100% 10 No effect description available.
TM173 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
TM183 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
TM211 Electroweb
55 95% 15 Lowers the target’s Speed by one stage.

Egg Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Mach Punch
40 100% 30 Inflicts regular damage with no additional effect.
Sweet Kiss
— 75% 10 Confuses the target.
Wish
— — 10 User will recover half its max HP at the end of the next turn.

Base Stats

Hp 45
Attack 50
Defense 20
Sp. Atk 40
Sp. Def 25
Speed 60
Total 240

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x