Pawmo
Scarlet

When its group is attacked, Pawmo is the first to leap into battle, defeating enemies with a fighting technique that utilizes electric shocks.

Violet

Pawmo uses a unique fighting technique in which it uses its forepaws to strike foes and zap them with electricity from its paw pads simultaneously.

Evolution Chain

pawmi
Pawmi
Level 18
pawmo
Pawmo
other
pawmot
Pawmot

Pokédex & Training Data

Classification Mouse Pokémon
Height 0.4 m (1'04")
Weight 6.5 kg (14.3 lbs)
Abilities
EV Yield +2 speed
Catch Rate 80
Base Friendship 50
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Paldea (S/V) #023
National #922

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.
32 Slam
80 75% 20 Inflicts regular damage with no additional effect.
38 Entrainment
— 100% 15 Copies the user’s ability onto the target.
42 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Agility
— — 30 Raises the user’s Speed by two stages.
52 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.
TM12 Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
TM39 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
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.
TM68 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
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.
TM181 Knock Off
65 100% 20 Target drops its held item.
TM183 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
TM192 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM211 Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
TM213 Coaching
— — 10 Inflicts regular damage with no additional effect.
TM229 Upper Hand
65 100% 15 No effect description available.

Base Stats

Hp 60
Attack 75
Defense 40
Sp. Atk 50
Sp. Def 40
Speed 85
Total 350

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
2x
0.5x
0.5x
0.5x
0.5x
2x