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Pawmo Moves & Learnsetin Pokémon Heart & Soul

electricfighting37 total moves

Complete moveset and learnset for Pawmo in Pokémon Heart & Soul. Learn which moves Pawmo can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

16
Level Up
21
TM/HM
0
Move Tutor
0
Egg Moves
37
Total

Level Up Moves (16)

Moves that Pawmo learns naturally as it levels up.

Arm ThrustLevel: 0fighting
1510020
Straight-arm punches that strike the foe 2 to 5 times.
ScratchLevel: 1normal
4010035
Scratches the foe with sharp claws.
GrowlLevel: 1normal
010040
Growls cutely to reduce the foe's Attack.
Thunder ShockLevel: 3electric
4010030
An electrical attack that may paralyze the foe.
Quick AttackLevel: 6normal
4010030
An extremely fast attack that always strikes first.
ChargeLevel: 8electric
0020
Charges power to boost the Electric move used next.
NuzzleLevel: 12electric
2010020
Rubs its cheeks against the foe, paralyzing it.
DigLevel: 15ground
10010010
Digs underground the first turn and strikes next turn.
BiteLevel: 19normal
6010025
Bites with vicious fangs. May cause flinching.
SparkLevel: 23electric
6510020
An electrified tackle that may paralyze the foe.
Thunder WaveLevel: 27electric
0020
A weak jolt of electricity that paralyzes the foe.
SlamLevel: 32normal
807520
Slams the foe with a long tail, vine, etc.
EntrainmentLevel: 38normal
010015
Makes the foe mimic the user, gaining its Ability.
DischargeLevel: 42electric
8010015
Zaps all other {PKMN} with electricity. May paralyze.
AgilityLevel: 46psychic
0030
Relaxes the body to sharply boost Speed.
Wild ChargeLevel: 52electric
9010015
An electrical tackle that also hurts the user.

TM/HM Moves (21)

Moves that Pawmo can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
Powerful attack, moves last. The user flinches if hit.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Digground
10010010TM28
Digs underground the first turn and strikes next turn.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Flingdark
110010TM56
The effectiveness varies with the held item.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.