Mew
Lets Go Pikachu/Lets Go Eevee

When viewed through a microscope, this Pokémon’s short, fine, delicate hair can be seen.

Pokédex Data

Classification New Species Pokémon
Height 0.4 m (1'04")
Weight 4.0 kg (8.8 lbs)
Abilities

Held Items

Training

EV Yield +3 hp
Catch Rate 45
Base Friendship 100
Growth Rate medium slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
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.
Ultra Sun/Ultra Moon
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.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Pound
40 100% 35 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Mimic
10 Copies the target's last used move.
11 Swift
60 20 Never misses.
22 Amnesia
20 Raises the user's Special Defense by two stages.
33 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
44 Barrier
20 Raises the user's Defense by two stages.
55 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
66 Metronome
10 Randomly selects and uses any move in the game.
77 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
88 Nasty Plot
20 Raises the user's Special Attack by two stages.
99 Transform
10 User becomes a copy of the target until it leaves battle.

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.
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 Roost
5 Heals the user by half its max HP.
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 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
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 Steel Wing
70 90% 25 Has a 10% chance to raise the user's Defense by one stage.
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 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
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 Smart Strike
70 10 Never misses.
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 Aurora Veil
20 Reduces damage five turns, but must be used during hail.
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 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
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 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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 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.
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 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target's Special Attack by one stage.
TM96 Nature Power
20 Uses a move which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
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.
TM03 Helping Hand
20 Ally's next move inflicts half more damage.
TM04 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
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.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM11 Will O Wisp
85% 15 Burns the target.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM14 Fly
90 95% 15 User flies high into the air, dodging all attacks, and hits next turn.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM16 Thunder Wave
90% 20 Paralyzes the target.
TM17 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
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.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM24 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM25 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM26 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TM29 Scald
80 100% 15 Has a 30% chance to burn the target.
TM30 Bulk Up
20 Raises the user's Attack and Defense by one stage.
TM31 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM32 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM33 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM34 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM37 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM39 Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM41 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM42 Self Destruct
200 100% 5 User faints.
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.
TM45 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM46 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM49 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
TM50 Roost
5 Heals the user by half its max HP.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM52 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM53 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
TM54 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM56 Stealth Rock
20 Causes damage when opposing Pokémon switch in.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.
TM58 Drill Run
80 95% 10 Has an increased chance for a critical hit.
TM59 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM60 Megahorn
120 85% 10 Inflicts regular damage with no additional effect.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Defog
15 Lowers the target's evasion by one stage. Removes field effects from the enemy field.
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Laser Focus
30 Guarantees a critical hit with the user's next move.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Liquidation
85 100% 10 Has a 20% chance to lower the target's Defense by one stage.
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.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Shock Wave
60 20 Never misses.
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.
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.
Stomping Tantrum
75 100% 10 Has double power if the user's last move failed.
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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