Mew
Black/WhiteBlack 2/White 2

Because it can use all kinds of moves, many scientists believe Mew to be the ancestor of Pokémon.

Pokédex & Training Data

Classification New Species Pokémon
Height 0.4 m (1'04")
Weight 4.0 kg (8.8 lbs)
Abilities
EV Yield +3 hp
Catch Rate 45
Base Friendship 100
Growth Rate medium slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Kanto (R/B/Y) #151
Johto (G/S/C) #250
Johto (HG/SS) #255
National #151

Held Items

Lum Berry 100%

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Transform
— — 10 User becomes a copy of the target until it leaves battle.
1 Reflect Type
— — 15 User becomes the target’s type.
10 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
20 Metronome
— — 10 Randomly selects and uses any move in the game.
30 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
40 Barrier
— — 20 Raises the user’s Defense by two stages.
50 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
60 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
70 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
80 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
90 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
100 Aura Sphere
80 — 20 Never misses.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Transform
— — 10 User becomes a copy of the target until it leaves battle.
1 Reflect Type
— — 15 User becomes the target’s type.
10 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
20 Metronome
— — 10 Randomly selects and uses any move in the game.
30 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
40 Barrier
— — 20 Raises the user’s Defense by two stages.
50 Ancient Power
60 100% 5 Has a 10% chance to raise all of the user’s stats by one stage.
60 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
70 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
80 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
90 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
100 Aura Sphere
80 — 20 Never misses.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM02 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy by one stage.
TM02 Dragon Claw
80 100% 15 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM23 Smack Down
50 100% 15 Removes any immunity to Ground damage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM47 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM50 Overheat
130 90% 5 Lowers the user’s Special Attack by two stages after inflicting damage.
TM51 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM54 False Swipe
40 100% 40 Cannot lower the target’s HP below 1.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM58 Sky Drop
60 100% 10 Carries the target high into the air, dodging all attacks against either, and drops it next turn.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM64 Explosion
250 100% 5 User faints.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM69 Rock Polish
— — 20 Raises the user’s Speed by two stages.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM76 Struggle Bug
50 100% 20 Has a 100% chance to lower the target’s Special Attack by one stage.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM79 Frost Breath
60 90% 10 Always scores a critical hit.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Pluck
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Block
— — 5 Prevents the target from leaving battle.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
Covet
60 100% 25 Takes the target’s item.
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Drill Run
80 95% 10 Has an increased chance for a critical hit.
Dual Chop
40 90% 15 Hits twice in one turn.
Earth Power
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Heal Bell
— — 5 Cures the entire party of major status effects.
Heat Wave
95 90% 10 Has a 10% chance to burn the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Roost
— — 5 Heals the user by half its max HP.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Sky Attack
140 90% 5 User charges for one turn before attacking. Has a 30% chance to make the target flinch.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Tailwind
— — 15 For three turns, friendly Pokémon have doubled Speed.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
— 100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 100
Attack 100
Defense 100
Sp. Atk 100
Sp. Def 100
Speed 100
Total 600

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x