Mienshao
Black

It wields the fur on its arms like a whip. Its arm attacks come with such rapidity that they cannot even be seen.

White

They use the long fur on their arms as a whip to strike their opponents.

Black 2/White 2

Using the long fur on its arms like whips, it launches into combo attacks that, once started, no one can stop.

Evolution Chain

mienfoo
Mienfoo
Level 50
mienshao
Mienshao

Pokédex & Training Data

Classification Martial Arts Pokémon
Height 1.4 m (4'07")
Weight 35.5 kg (78.3 lbs)
Abilities
EV Yield +2 attack
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground, Humanshape

Pokédex Numbers

Unova (B/W) #126
Unova (B2/W2) #220
Kalos (Coastal) #004
Alola (US/UM) #360
National #620
Isle of Armor #164
Kitakami #138

Game Locations

Dragonspiral Tower 1f
Dragonspiral Tower Entrance
Dragonspiral Tower Outside
Unova Route 14 Area
Unova Route 23 Area

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 Meditate
— — 40 Raises the user’s Attack by one stage.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
5 Meditate
— — 40 Raises the user’s Attack by one stage.
9 Detect
— — 5 Prevents any moves from hitting the user this turn.
13 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
17 Double Slap
15 85% 10 Hits 2-5 times in one turn.
21 Swift
60 — 20 Never misses.
25 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
29 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
33 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
37 Jump Kick
100 95% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
41 U Turn
70 100% 20 User must switch out after attacking.
45 Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
49 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
56 High Jump Kick
130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
63 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
70 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 Meditate
— — 40 Raises the user’s Attack by one stage.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
5 Meditate
— — 40 Raises the user’s Attack by one stage.
9 Detect
— — 5 Prevents any moves from hitting the user this turn.
13 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
17 Double Slap
15 85% 10 Hits 2-5 times in one turn.
21 Swift
60 — 20 Never misses.
25 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
29 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
33 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
37 Jump Kick
100 95% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
41 U Turn
70 100% 20 User must switch out after attacking.
45 Wide Guard
— — 10 Prevents any multi-target moves from hitting friendly Pokémon this turn.
49 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
56 High Jump Kick
130 90% 10 If the user misses, it takes half the damage it would have inflicted in recoil.
63 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
70 Aura Sphere
80 — 20 Never misses.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
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.
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.
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.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
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.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
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.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
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.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Dual Chop
40 90% 15 Hits twice in one turn.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Knock Off
65 100% 20 Target drops its held item.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Role Play
— — 10 Copies the target’s ability.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Base Stats

Hp 65
Attack 125
Defense 60
Sp. Atk 95
Sp. Def 60
Speed 105
Total 510

Type Defenses

(vs. Gen 6+ rules)

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