Last updated: 2026-09-25

Related Pokemon
Electric-type moves do not work on the Pokémon. Instead, they restore 1/4 of its max HP.
The Pokémon’s status conditions are cured when it switches out of battle.
Boosts the power of the Pokémon’s punching moves by 20%.
A mid-tier Singles pick with a role no one else can fill, a fast physical attacker. With Focus Sash as an almost automatic choice, the standard build maxes Attack and Speed under a Jolly nature and combines Double Shock, Close Combat, Ice Punch, and Mach Punch with Revival Blessing.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-25)
Moves
Item
Ability
Nature
AP Spreads
Healing Wish Face-Off Attacker
A face-off attacker build that chips away with high-power STAB moves and plays flexibly thanks to Revival Blessing
Pawmot
| HP | 147 | 2 | |
|---|---|---|---|
| Atk | 167 | 32 | |
| Def | 90 | - | |
| SpA↓ | 81 | - | |
| SpD | 80 | - | |
| Spe↑ | 172 | 32 |
Max Atk/Spe EVs,
Focus Sash gives it guaranteed action, making this a physical attacker build of Pawmot. With its high-power Double Shock or Close Combat it chips away at the opponent while Revival Blessing with reviving fainted teammates to play flexibly — its composition.
Ice Punch is also recommended
the priority move Mach Punch slot, Ice Punch is also recommended. By running Ice Punch, it gains a way to hit powerful Dragon types such as Garchomp and Dragonite.
Focus Sash it survives one of the opponent's attacks, and its main role is to win face-offs by trading high-power physical moves. Even against opponents that outspeed it, Mach Punch it fights on tenaciously, reviving a fainted teammate before it goes down to support the follow-up — its role.
Pokémon that prevent Focus Sash from working
Pawmot covers its low bulk stats with
Focus Sash, so Fake Out or sandstorm damage chips away its HP, it becomes easy to take down all at once. If you spot one on the opponent's team, you may need to refrain from bringing it.
Example Threats
Type
Category
Target
Properties
64 / 64
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Fake Out | Normal | Phys | 40 | 100 | 12 | Contact | 1 Foe | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Super Fang | Normal | Phys | - | 90 | 12 | Contact | 1 Foe | Deals damage to the target equal to 1/2 of its remaining HP. Deals 1 HP of damage to a target that has only 1 HP left. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Revival Blessing | Normal | Stat | - | - | 1 | Self | Revives a Pokémon in the user’s party that has fainted and restores 1/2 of that Pokémon’s max HP. | |
| Entrainment | Normal | Stat | - | 100 | 16 | 1 Foe | Changes the target’s Ability to be the same as the user’s. | |
| Wish | Normal | Stat | - | - | 12 | Self | Gives the user’s spot the Wish status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Seed Bomb | Grass | Phys | 80 | 100 | 16 | Ball | 1 Foe | An ordinary attacking move. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Fire Punch | Fire | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of burning the target. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Double Shock | Electric | Phys | 120 | 100 | 8 | ContactPunch | 1 Foe | The user loses the Electric type. This move fails unless it is used by an Electric type. |
| Supercell Slam | Electric | Phys | 100 | 95 | 16 | Contact | 1 Foe | If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user takes 1/4 of the damage dealt by this move. |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Thunder Fang | Electric | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |
| Nuzzle | Electric | Phys | 20 | 100 | 20 | Contact | 1 Foe | Paralyzes the target. |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers targets’ Speed stats by 1 stage. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | Turns the entire field into Electric Terrain for 5 turns. | |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target’s Sp. Atk stat by 2 stages. | |
| Charge | Electric | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. This has no effect on Ground-type Pokémon. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing the target. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Close Combat | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Defense and Sp. Def stats by 1 stage. |
| Body Press | Fighting | Phys | 80 | 100 | 12 | Contact | 1 Foe | The damage dealt by this move is calculated using the user’s Defense stat instead of its Attack stat. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Mach Punch | Fighting | Phys | 40 | 100 | 20 | ContactPunch | 1 Foe | Always goes first. (Priority +1) |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Coaching | Fighting | Stat | - | - | 12 | Ally | Boosts allies’ Attack and Defense stats by 1 stage. | |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Boosts the user’s Attack and Defense stats by 1 stage. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Throat Chop | Dark | Phys | 80 | 100 | 16 | Contact | 1 Foe | Gives the target the Throat Chopped status. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. | |
| Sweet Kiss | Fairy | Stat | - | 75 | 12 | 1 Foe | Confuses the target. |