About
When viewed through a microscope, this Pokémon’s short, fine, delicate hair can be seen.
- Abilities
-
Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.
- Height
- 0.4 m 1′04″
- Weight
- 4.0 kg 8.8 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 100 | 310–404 | |
| Attack | 100 | 184–328 | |
| Defense | 100 | 184–328 | |
| Sp. Atk | 100 | 184–328 | |
| Sp. Def | 100 | 184–328 | |
| Speed | 100 | 184–328 | |
| Total | 600 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- BugGhostDark
- Resists ½×
- FightingPsychic
Same-type attacks
- Super effective 2×
- FightingPoison
- Not very effective ½×
- PsychicSteel
- No effect
- Dark
Evolution
Mew does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 1 | User becomes the target’s type. | Normal | Status | — | — | 15 |
| 10 | Raises the user’s Special Defense by two stages. | Psychic | Status | — | — | 20 |
| 20 | Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
| 30 | Has a chance to raise all of the user’s stats by one stage. | Rock | Special | 60 | 100% | 5 |
| 40 | Each Pokemon on the user's side restores 1/4 of its maximum HP, rounded half up. | Water | Status | — | — | 10 |
| 50 | Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
| 60 | Randomly selects and uses any move in the game. | Normal | Status | — | — | 10 |
| 70 | Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| 80 | User becomes a copy of the target until it leaves battle. | Normal | Status | — | — | 10 |
| 90 | Never misses. | Fighting | Special | 80 | — | 20 |
| 100 | Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Lowers the target’s Special Defense by two stages. | Poison | Special | 40 | 100% | 20 |
| Has double power if the user has no held item. | Flying | Physical | 55 | 100% | 15 |
| Never misses. | Flying | Physical | 60 | — | 20 |
| Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| Has an increased chance for a critical hit. | Flying | Special | 60 | 95% | 25 |
| Has a chance to make the target flinch. | Flying | Special | 75 | 95% | 15 |
| The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn. | Fairy | Special | 80 | 100% | 10 |
| Raises the user’s Special Defense by two stages. | Psychic | Status | — | — | 20 |
| Never misses. | Fighting | Special | 80 | — | 20 |
| Inflicts double damage if the user takes damage before attacking this turn. | Ice | Physical | 60 | 100% | 10 |
| Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
| User foregoes its next turn to recharge. | Fire | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Special | 110 | 70% | 5 |
| Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. | Fighting | Physical | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| User receives 1/3 the damage inflicted in recoil. | Flying | Physical | 120 | 100% | 15 |
| Lowers the target’s Attack by one stage after inflicting damage. | Dragon | Physical | 60 | 100% | 15 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| If target has a berry, inflicts double damage and uses the berry. | Bug | Physical | 60 | 100% | 20 |
| Has a chance to lower the target’s Special Defense by one stage. | Bug | Special | 90 | 100% | 10 |
| Raises the user’s Attack and Defense by one stage. | Fighting | Status | — | — | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Hits 2-5 times in one turn. | Grass | Physical | 25 | 100% | 30 |
| Burns the target if it had a state stage raise this turn. | Fire | Special | 70 | 100% | 5 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
| Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| Lowers the target’s Attack by two stages. | Fairy | Status | — | 100% | 20 |
| The user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat. | Water | Special | 50 | 100% | 20 |
| Lowers the user’s Defense and Special Defense by one stage after inflicting damage. | Fighting | Physical | 120 | 100% | 5 |
| Raises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user. | Fighting | Status | — | — | 10 |
| Confuses the target. | Ghost | Status | — | 100% | 10 |
| Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | Ghost | Status | — | — | 10 |
| Has a chance to make the target flinch. | Dark | Special | 80 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Fairy | Special | 80 | 100% | 10 |
| User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
| Never misses. | Fairy | Special | 40 | — | 15 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Lowers the user’s Special Attack by two stages after inflicting damage. | Dragon | Special | 130 | 90% | 5 |
| The user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more. | Dragon | Status | 0 | 0% | 15 |
| Inflicts regular damage with no additional effect. | Dragon | Physical | 80 | 100% | 15 |
| Raises the user’s Attack and Speed by one stage. | Dragon | Status | — | — | 20 |
| Inflicts regular damage with no additional effect. | Dragon | Special | 85 | 100% | 10 |
| Ends wild battles. Forces trainers to switch Pokémon. | Dragon | Physical | 60 | 90% | 10 |
| Drains half the damage inflicted to heal the user. | Fighting | Physical | 75 | 100% | 10 |
| Drains 75% of the damage inflicted to heal the user. | Fairy | Special | 50 | 100% | 10 |
| Has an increased chance for a critical hit. | Ground | Physical | 80 | 95% | 10 |
| Hits twice in one turn. | Flying | Physical | 40 | 90% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Ground | Special | 90 | 100% | 10 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Lowers the target’s Special Attack by two stages. | Electric | Status | — | 100% | 15 |
| For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
| Power is higher when the user has greater Speed than the target, up to a maximum of 150. | Electric | Special | — | 100% | 10 |
| Lowers the target’s Speed by one stage. | Electric | Special | 55 | 95% | 15 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| Lowers the target’s HP to equal the user’s. | Normal | Physical | — | 100% | 5 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
Expanding Force STAB If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%. | Psychic | Special | 80 | 100% | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Lowers the target’s Special Defense by two stages. | Dark | Status | — | 100% | 20 |
| Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| Lowers the target’s Attack by two stages. | Flying | Status | — | 100% | 15 |
| Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
| Has a chance to burn the target and a chance to make the target flinch. | Fire | Physical | 65 | 95% | 15 |
| With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns. | Fire | Special | 80 | 100% | 10 |
| Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
| Prevents the target from fleeing and inflicts damage for 2-5 turns. | Fire | Special | 35 | 85% | 15 |
| Inflicts regular damage. Raises the user’s Speed by one stage. | Fire | Physical | 50 | 100% | 20 |
| Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
| User takes 1/3 the damage inflicted in recoil. Has a chance to burn the target. | Fire | Physical | 120 | 100% | 15 |
| Has a chance to lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| User must switch out after attacking. | Water | Physical | 60 | 100% | 20 |
| User flies high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 90 | 95% | 15 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| If the user takes damage before attacking, the attack is canceled. | Fighting | Physical | 150 | 100% | 20 |
| Calculates damage with the target’s attacking stat. | Dark | Physical | 95 | 100% | 15 |
| User foregoes its next turn to recharge. | Grass | Special | 150 | 90% | 5 |
Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| Drains half the damage inflicted to heal the user. | Grass | Special | 75 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns. | Grass | Special | 80 | 100% | 10 |
| If Grassy Terrain is active and the user is grounded, this move has has its priority increased by 1. | Grass | Physical | 55 | 100% | 20 |
| For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power. | Grass | Status | — | — | 10 |
| Disables moves and immunities that involve flying or levitating for five turns. | Psychic | Status | — | — | 5 |
| Has a chance to poison the target. | Poison | Physical | 120 | 80% | 5 |
| Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. | Steel | Physical | 0 | 100% | 10 |
| Resets all Pokémon’s stats, accuracy, and evasion. | Ice | Status | — | — | 30 |
| Power is higher when the user weighs more than the target, up to a maximum of 120. | Fire | Physical | — | 100% | 10 |
| Has a chance to burn the target. | Fire | Special | 95 | 90% | 10 |
| Power is higher when the user weighs more than the target, up to a maximum of 120. | Steel | Physical | — | 100% | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| Has double power if the target has a major status ailment. | Ghost | Special | 65 | 100% | 10 |
| Inflicts regular damage with no additional effect. | Ground | Physical | 95 | 95% | 10 |
| Has a chance to confuse the target. | Flying | Special | 110 | 70% | 10 |
| User foregoes its next turn to recharge. | Water | Special | 150 | 90% | 5 |
| Inflicts regular damage with no additional effect. | Water | Special | 110 | 80% | 5 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Special | 90 | 100% | 10 |
| Has a chance to freeze the target. | Ice | Special | 90 | 100% | 10 |
| Has a chance to freeze the target and a chance to make the target flinch. | Ice | Physical | 65 | 95% | 15 |
| Has a chance to freeze the target. | Ice | Physical | 75 | 100% | 15 |
| The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain. | Ice | Physical | 80 | 100% | 15 |
| Hits 2-5 times in one turn. | Ice | Physical | 25 | 100% | 30 |
| Has a chance to lower the target’s Speed by one stage. | Ice | Special | 55 | 95% | 15 |
| Prevents the target from using any moves that the user also knows. | Psychic | Status | — | — | 10 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Power doubles if the user had a stat stage lowered this turn. | Dark | Physical | 75 | 100% | 5 |
| Lowers the user’s Special Attack by two stages after inflicting damage. | Grass | Special | 130 | 90% | 5 |
| Drains half the damage inflicted to heal the user. | Bug | Physical | 80 | 100% | 10 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Has a chance to lower the target’s Defense by one stage. | Water | Physical | 85 | 100% | 10 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Fighting | Physical | — | 100% | 20 |
| Lowers the target’s Speed by one stage. | Fighting | Physical | 65 | 100% | 20 |
| Lowers the target’s Attack by one stage after inflicting damage. | Bug | Physical | 80 | 100% | 15 |
| Never misses. | Grass | Special | 60 | — | 20 |
| Has a chance to raise the user’s Attack by one stage. | Steel | Physical | 50 | 95% | 35 |
| Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn. | Rock | Special | 120 | 90% | 10 |
| Randomly selects and uses any move in the game. | Normal | Status | — | — | 10 |
| If Misty Terrain is active and the user is grounded, this move has its power increased by 50%. | Fairy | Special | 100 | 100% | 5 |
| For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming Dragon moves. | Fairy | Status | — | — | 10 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Special | 55 | 95% | 15 |
| Has a chance to lower the target’s accuracy by one stage. | Ground | Special | 20 | 100% | 10 |
| Has a chance to lower the target’s accuracy by one stage. | Water | Special | 90 | 85% | 10 |
| Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
| Inflicts damage equal to the user’s level. | Ghost | Special | — | 100% | 15 |
| Hits every turn for 2-3 turns, then confuses the user. | Dragon | Physical | 120 | 100% | 10 |
| Lowers the user’s Special Attack by two stages after inflicting damage. | Fire | Special | 130 | 90% | 5 |
| Sets the user’s and targets’s HP to the average of their current HP. | Normal | Status | — | — | 20 |
| Inflicts regular damage. | Grass | Physical | 90 | 100% | 15 |
| User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. | Ghost | Physical | 90 | 100% | 10 |
| Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| Has a chance to poison the target. | Poison | Physical | 80 | 100% | 20 |
| Has an increased chance for a critical hit and a chance to poison the target. | Poison | Physical | 50 | 100% | 25 |
| Damages opponents, but heals allies for 50% of their max HP. | Bug | Special | 90 | 100% | 15 |
| Fails if the target has no held item. | Ghost | Physical | 110 | 90% | 5 |
| The user attacks by pouncing on the target. This also lowers the target's Speed stat. | Bug | Physical | 50 | 100% | 20 |
| Inflicts regular damage with no additional effect. | Rock | Special | 80 | 100% | 20 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
Psybeam STAB Has a chance to confuse the target. | Psychic | Special | 65 | 100% | 20 |
| Discards the user’s stat changes and copies the target’s. | Normal | Status | — | — | 10 |
Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
Psychic Fangs STAB Destroys Reflect and Light Screen. | Psychic | Physical | 85 | 100% | 10 |
Psychic Noise STAB The user attacks the target with unpleasant sound waves. For two turns, the target is prevented from recovering HP through moves, Abilities, or held items. | Psychic | Special | 75 | 100% | 10 |
| Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | Psychic | Status | — | — | 10 |
Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Fighting | Physical | — | 100% | 15 |
| Immediately ends wild battles. Forces trainers to switch Pokémon. | Normal | Status | — | — | 20 |
| Hits 2-5 times in one turn. | Rock | Physical | 25 | 90% | 10 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Prevents the target from fleeing and inflicts damage for 2-5 turns. | Ground | Physical | 35 | 85% | 15 |
| Changes the weather to a sandstorm for five turns. | Rock | Status | — | — | 10 |
| Has a chance to burn the target. | Water | Special | 80 | 100% | 15 |
| Boosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row. | Dragon | Physical | 25 | 90% | 20 |
| Lowers the target’s Speed by two stages. | Normal | Status | — | 100% | 10 |
| Has a chance to burn the target. | Ground | Special | 70 | 100% | 10 |
| Inflicts regular damage with no additional effect. | Grass | Physical | 80 | 100% | 15 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| Has an increased chance for a critical hit. | Ghost | Physical | 70 | 100% | 15 |
| User and target swap abilities. | Psychic | Status | — | — | 10 |
| Lowers the target’s Special Attack by one stage. | Bug | Physical | 70 | 90% | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to poison the target. | Poison | Special | 90 | 100% | 10 |
| Has a chance to poison the target. | Poison | Special | 95 | 100% | 10 |
| Removes any immunity to Ground damage. | Rock | Physical | 50 | 100% | 15 |
| Never misses. | Steel | Physical | 70 | — | 10 |
| Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 15 |
| The user summons a snowstorm lasting five turns. This boosts the Defense stats of Ice types. | Ice | Status | 0 | — | 10 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Requires a turn to charge before attacking. | Grass | Physical | 125 | 100% | 10 |
| Scatters Spikes, hurting opposing Pokémon that switch in. | Ground | Status | — | — | 20 |
| Lowers the PP of the target’s last used move by 4. | Ghost | Status | — | 100% | 10 |
| Causes damage when opposing Pokémon switch in. | Rock | Status | — | — | 20 |
| Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
| Has an increased chance for a critical hit. | Rock | Physical | 100 | 80% | 5 |
Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 10 |
| Has a chance to lower the target’s Special Attack by one stage. | Bug | Special | 50 | 100% | 20 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| Inflicts damage equal to half the target’s HP. | Normal | Physical | — | 90% | 10 |
| The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | Electric | Physical | 100 | 95% | 15 |
| Inflicts regular damage and can hit Dive users. | Water | Special | 90 | 100% | 15 |
| Never misses. | Normal | Special | 60 | — | 20 |
| Raises the user’s Attack by two stages. | Normal | Status | — | — | 20 |
| For three turns, friendly Pokémon have doubled Speed. | Flying | Status | — | — | 15 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed. | Fire | Physical | 75 | 100% | 10 |
| If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. | Normal | Special | 80 | 100% | 10 |
| Takes the target’s item. | Dark | Physical | 60 | 100% | 25 |
| Prevents the target from using sound-based moves for two turns. | Dark | Physical | 80 | 100% | 15 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Has a chance to paralyze the target and a chance to make the target flinch. | Electric | Physical | 65 | 95% | 15 |
| Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| Badly poisons the target, inflicting more damage every turn. | Poison | Status | — | 90% | 10 |
| Scatters poisoned spikes, poisoning opposing Pokémon that switch in. | Poison | Status | — | — | 20 |
| The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. | Grass | Physical | 50 | 100% | 20 |
| User and target swap items. | Psychic | Status | — | 100% | 10 |
| For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
| Hits three times, increasing power by 100% with each successful hit. | Ice | Physical | 20 | 90% | 10 |
| User must switch out after attacking. | Bug | Physical | 70 | 100% | 20 |
| The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move. | Fighting | Physical | 65 | 100% | 15 |
| Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | Normal | Special | 90 | 100% | 10 |
| Inflicts regular damage with no additional effect. | Fighting | Special | 40 | 100% | 30 |
| Inflicts double damage if the target is Poisoned. | Poison | Special | 65 | 100% | 10 |
| User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
| With Grass Pledge, halves opposing Pokémon’s Speed for four turns. | Water | Special | 80 | 100% | 10 |
| Has a chance to confuse the target. | Water | Special | 60 | 100% | 20 |
| Has a chance to make the target flinch. | Water | Physical | 80 | 100% | 15 |
| If there be weather, this move has doubled power and the weather’s type. | Normal | Special | 50 | 100% | 10 |
| Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. | Water | Special | 35 | 85% | 15 |
| User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Burns the target. | Fire | Status | — | 85% | 15 |
| Inflicts regular damage with no additional effect. | Bug | Physical | 80 | 100% | 15 |
Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 3 HP
- Catch rate
- 45
- Base friendship
- 100
- Base experience
- 270
- Growth rate
- Medium Slow
- Wild held items
- Lum Berry
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)