Meowth

Alternate Forms

Sun

It lies around all day, becoming active near dusk. At night, it wanders the city in search of loose change.

Moon

It loves shiny things. It often fights with Murkrow over prey they’re both trying to catch.

Ultra Sun

When visiting a junkyard, you may catch sight of it having an intense fight with Murkrow over shiny objects.

Ultra Moon

It loves coins, so if you give it one, you can make friends with Meowth easily. But it’s fickle, so you can’t count on that friendship lasting.

Lets Go Pikachu/Lets Go Eevee

Appears to be more active at night. It loves round and shiny things. It can’t stop itself from picking them up.

Evolution Chain

meowth-alola
Meowth
😊
High Friendship
persian-alola
Persian

Pokédex Data

Classification Scratch Cat Pokémon
Height 0.4 m (1'04")
Weight 4.2 kg (9.3 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 1 Hauoli Outskirts
  • Alola Route 1 Trainers School
  • Alola Route 2 South
  • Hauoli City Shopping District
  • Malie Garden Area

Training

EV Yield +1 speed
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

Sun/Moon
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.
6 Bite
60 100% 25 Has a 30% chance to make the target flinch.
9 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
14 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
17 Screech
85% 40 Lowers the target's Defense by two stages.
22 Feint Attack
60 20 Never misses.
25 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
30 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.
33 Slash
70 100% 20 Has an increased chance for a critical hit.
38 Nasty Plot
20 Raises the user's Special Attack by two stages.
41 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
46 Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
49 Night Slash
70 100% 15 Has an increased chance for a critical hit.
50 Feint
30 100% 10 Hits through Protect and Detect.
55 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Ultra Sun/Ultra Moon
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.
6 Bite
60 100% 25 Has a 30% chance to make the target flinch.
9 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
14 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
17 Screech
85% 40 Lowers the target's Defense by two stages.
22 Feint Attack
60 20 Never misses.
25 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
30 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.
33 Slash
70 100% 20 Has an increased chance for a critical hit.
38 Nasty Plot
20 Raises the user's Special Attack by two stages.
41 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
46 Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
49 Night Slash
70 100% 15 Has an increased chance for a critical hit.
50 Feint
30 100% 10 Hits through Protect and Detect.
55 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
3 Bite
60 100% 25 Has a 30% chance to make the target flinch.
6 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
9 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
12 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.
15 Feint
30 100% 10 Hits through Protect and Detect.
19 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
23 Screech
85% 40 Lowers the target's Defense by two stages.
27 Slash
70 100% 20 Has an increased chance for a critical hit.
31 Nasty Plot
20 Raises the user's Special Attack by two stages.
35 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
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.
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.
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.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion 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.
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.
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.
TM60 Quash
100% 15 Makes the target act last this turn.
TM63 Embargo
100% 15 Target cannot use held items.
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.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM18 U Turn
70 100% 20 User must switch out after attacking.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM20 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM21 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM44 Play Rough
90 90% 10 Has a 10% chance to lower the target's Attack by one stage.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.
TM59 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Hyper Voice
90 100% 10 Inflicts regular damage with no additional effect.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
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.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Shock Wave
60 20 Never misses.
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.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Amnesia
20 Raises the user's Special Defense by two stages.
Assist
20 Randomly selects and uses one of the trainer's other Pokémon's moves.
Charm
100% 20 Lowers the target's Attack by two stages.
Covet
60 100% 25 Takes the target's item.
Flail
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Flatter
100% 15 Raises the target's Special Attack by one stage and confuses the target.
Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
Hypnosis
60% 20 Puts the target to sleep.
Parting Shot
100% 20 Lowers all targets' Attack and Special Attack by one stage. Makes the user switch out.
Punishment
100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
Snatch
10 Steals the target's move, if it's self-targeted.
Spite
100% 10 Lowers the PP of the target's last used move by 4.

Base Stats

Hp 40
Attack 35
Defense 35
Sp. Atk 50
Sp. Def 40
Speed 90
Total 290

Type Defenses

(vs. Gen 6+ rules)

2x
0x
2x
0.5x
0.5x
2x