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SynerDexOpen Team Builder
Pokemon Champions - Reg M-B / VGC 2026

Pawmot - Pokemon Champions

Stats, type matchups, abilities, learnset, current usage, and build context for Pawmot in Pokemon Champions.

ElectricFightingStage 2Gen 9
Tournament usageCheck team weaknesses
Pawmot

Base stats

HP
70
Atk
115
Def
70
SpA
70
SpD
60
Spe
105

Type matchups

2x weak to
GroundPsychicFairy
0.5x resists
ElectricBugRockDarkSteel

Current usage and builds

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.

Learnset

Agility

Psychic - status

status

Raises the user's Speed by 2.

Baton Pass

Normal - status

status

User switches, passing stat changes and more.

Bite

Dark - physical / 60 BP / 100%

physical

30% chance to make the target flinch.

Body Press

Fighting - physical / 80 BP / 100%

physical

Uses user's Def stat as Atk in damage calculation.

Brick Break

Fighting - physical / 75 BP / 100%

physical

Destroys screens, unless the target is immune.

Bulk Up

Fighting - status

status

Raises the user's Attack and Defense by 1.

Charge

Electric - status

status

+1 SpD, user's next Electric move 2x power.

Charge Beam

Electric - special / 50 BP / 90%

special

70% chance to raise the user's Sp. Atk by 1.

Charm

Fairy - status / 100%

status

Lowers the target's Attack by 2.

Close Combat

Fighting - physical / 120 BP / 100%

physical

Lowers the user's Defense and Sp. Def by 1.

Coaching

Fighting - status

status

Raises an ally's Attack and Defense by 1.

Crunch

Dark - physical / 80 BP / 100%

physical

20% chance to lower the target's Defense by 1.

Dig

Ground - physical / 80 BP / 100%

physical

Digs underground turn 1, strikes turn 2.

Discharge

Electric - special / 80 BP / 100%

special

30% chance to paralyze adjacent Pokemon.

Double Shock

Electric - physical / 120 BP / 100%

physical

User's Electric type: typeless; must be Electric.

Double-Edge

Normal - physical / 120 BP / 100%

physical

Has 33% recoil.

Eerie Impulse

Electric - status / 100%

status

Lowers the target's Sp. Atk by 2.

Electric Terrain

Electric - status

status

5 turns. Grounded: +Electric power, can't sleep.

Electro Ball

Electric - special / 40-150 BP / 100%

special

More power the faster the user is than the target.

Electroweb

Electric - special / 55 BP / 95%

special

100% chance to lower the foe(s) Speed by 1.

Encore

Normal - status / 100%

status

Target repeats its last move for its next 3 turns.

Endure

Normal - status / Priority +4

status

User survives attacks this turn with at least 1 HP.

Entrainment

Normal - status / 100%

status

The target's Ability changes to match the user's.

Facade

Normal - physical / 70-140 BP / 100%

physical

Power doubles if user is burn/poison/paralyzed.

Fake Out

Normal - physical / 40 BP / 100% / Priority +3

physical

Hits first. First turn out only. 100% flinch chance.

Fire Punch

Fire - physical / 75 BP / 100%

physical

10% chance to burn the target.

Fling

Dark - physical / 10-130 BP / 100%

physical

Flings the user's item at the target. Power varies.

Focus Blast

Fighting - special / 120 BP / 70%

special

10% chance to lower the target's Sp. Def by 1.

Focus Punch

Fighting - physical / 150 BP / 100% / Priority -3

physical

Fails if the user takes damage before it hits.

Giga Impact

Normal - physical / 150 BP / 90%

physical

User cannot move next turn.

Grass Knot

Grass - special / 20-120 BP / 100%

special

More power the heavier the target.

Helping Hand

Normal - status / Priority +5

status

One adjacent ally's move power is 1.5x this turn.

Hyper Beam

Normal - special / 150 BP / 90%

special

User cannot move next turn.

Ice Punch

Ice - physical / 75 BP / 100%

physical

10% chance to freeze the target.

Knock Off

Dark - physical / 65-97.5 BP / 100%

physical

1.5x damage if foe holds an item. Removes item.

Low Kick

Fighting - physical / 20-120 BP / 100%

physical

More power the heavier the target.

Low Sweep

Fighting - physical / 65 BP / 100%

physical

100% chance to lower the target's Speed by 1.

Mach Punch

Fighting - physical / 40 BP / 100% / Priority +1

physical

Usually goes first.

Nuzzle

Electric - physical / 20 BP / 100%

physical

100% chance to paralyze the target.

Play Rough

Fairy - physical / 90 BP / 90%

physical

10% chance to lower the target's Attack by 1.

Protect

Normal - status / Priority +4

status

Prevents moves from affecting the user this turn.

Quick Attack

Normal - physical / 40 BP / 100% / Priority +1

physical

Usually goes first.

Rain Dance

Water - status

status

For 5 turns, heavy rain powers Water moves.

Rest

Psychic - status

status

User sleeps 2 turns and restores HP and status.

Revival Blessing

Normal - status

status

Revives a fainted Pokemon to 50% HP.

Rock Tomb

Rock - physical / 60 BP / 95%

physical

100% chance to lower the target's Speed by 1.

Seed Bomb

Grass - physical / 80 BP / 100%

physical

No additional effect.

Sleep Talk

Normal - status

status

User must be asleep. Uses another known move.

Substitute

Normal - status

status

User takes 1/4 its max HP to put in a substitute.

Sunny Day

Fire - status

status

For 5 turns, intense sunlight powers Fire moves.

Super Fang

Normal - physical / 90%

physical

Does damage equal to 1/2 target's current HP.

Supercell Slam

Electric - physical / 100 BP / 95%

physical

User is hurt by 50% of its max HP if it misses.

Sweet Kiss

Fairy - status / 75%

status

Causes the target to become confused.

Thief

Dark - physical / 60 BP / 100%

physical

If the user has no item, it steals the target's.

Throat Chop

Dark - physical / 80 BP / 100%

physical

For 2 turns, the target cannot use sound moves.

Thunder

Electric - special / 110 BP / 70%

special

30% chance to paralyze. Can't miss in rain.

Thunder Fang

Electric - physical / 65 BP / 95%

physical

10% chance to paralyze. 10% chance to flinch.

Thunder Punch

Electric - physical / 75 BP / 100%

physical

10% chance to paralyze the target.

Thunder Wave

Electric - status / 90%

status

Paralyzes the target.

Thunderbolt

Electric - special / 90 BP / 100%

special

10% chance to paralyze the target.

Upper Hand

Fighting - physical / 65 BP / 100% / Priority +3

physical

100% flinch. Fails unless target using priority attack.

Volt Switch

Electric - special / 70 BP / 100%

special

User switches out after damaging the target.

Wild Charge

Electric - physical / 90 BP / 100%

physical

Has 1/4 recoil.

Wish

Normal - status

status

Next turn, 50% of the user's max HP is restored.

Abilities

Volt Absorb

This Pokemon heals 1/4 of its max HP when hit by Electric moves; Electric immunity.

Natural Cure

This Pokemon has its non-volatile status condition cured when it switches out.

Iron Fist

This Pokemon's punch-based attacks have 1.2x power. Sucker Punch is not boosted.

Mechanics

Priority

Endure has positive priority.

Forms and items

PawmotElectric / FightingOpen

Questions

What is Pawmot weak to in Pokemon Champions?

Pawmot is weak to Ground, Psychic, Fairy based on its Electric / Fighting typing.

What are Pawmot's base stats?

Pawmot's base stats are HP 70, Atk 115, Def 70, SpA 70, SpD 60, Spe 105.

What are common moves for Pawmot?

Pawmot's full learnset is listed on this page; current usage data is limited for this form.

Is Pawmot good in the current regulation?

Pawmot is Champions-legal reference data in SynerDex, but current usage data is limited; check MetaDex for tournament appearances before building around it.