Stats, type matchups, abilities, learnset, current usage, and build context for Pawmot in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status
Raises the user's Speed by 2.
Normal - status
User switches, passing stat changes and more.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
Electric - physical / 120 BP / 100%
User's Electric type: typeless; must be Electric.
Normal - physical / 120 BP / 100%
Has 33% recoil.
Electric - status / 100%
Lowers the target's Sp. Atk by 2.
Electric - status
5 turns. Grounded: +Electric power, can't sleep.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - status / 100%
The target's Ability changes to match the user's.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Fighting - physical / 40 BP / 100% / Priority +1
Usually goes first.
Electric - physical / 20 BP / 100%
100% chance to paralyze the target.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Normal - status
Revives a fainted Pokemon to 50% HP.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Grass - physical / 80 BP / 100%
No additional effect.
Normal - status
User must be asleep. Uses another known move.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - physical / 90%
Does damage equal to 1/2 target's current HP.
Electric - physical / 100 BP / 95%
User is hurt by 50% of its max HP if it misses.
Fairy - status / 75%
Causes the target to become confused.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Electric - special / 70 BP / 100%
User switches out after damaging the target.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Normal - status
Next turn, 50% of the user's max HP is restored.