mew #151 mew

Datos del Pokémon

psychic
Altura: 0.4 m
Peso: 4 kg

Habilidades

  • synchronize

    Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.

Movimientos Descripción
pound Inflicts regular damage with no additional effect.
mega-punch Inflicts regular damage with no additional effect.
pay-day Scatters money on the ground worth five times the user’s level.
fire-punch Has a 10% chance to burn the target.
ice-punch Has a 10% chance to freeze the target.
thunder-punch Has a 10% chance to paralyze the target.
razor-wind Requires a turn to charge before attacking.
swords-dance Raises the user’s Attack by two stages.
cut Inflicts regular damage with no additional effect.
whirlwind Immediately ends wild battles. Forces trainers to switch Pokémon.
fly User flies high into the air, dodging all attacks, and hits next turn.
bind Prevents the target from fleeing and inflicts damage for 2-5 turns.
mega-kick Inflicts regular damage with no additional effect.
headbutt Has a 30% chance to make the target flinch.
horn-drill Causes a one-hit KO.
body-slam Has a 30% chance to paralyze the target.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
pin-missile Hits 2-5 times in one turn.
roar Immediately ends wild battles. Forces trainers to switch Pokémon.
flamethrower Has a 10% chance to burn the target.
water-gun Inflicts regular damage with no additional effect.
hydro-pump Inflicts regular damage with no additional effect.
surf Inflicts regular damage and can hit Dive users.
ice-beam Has a 10% chance to freeze the target.
blizzard Has a 10% chance to freeze the target.
psybeam Has a 10% chance to confuse the target.
bubble-beam Has a 10% chance to lower the target’s Speed by one stage.
hyper-beam User foregoes its next turn to recharge.
submission User receives 1/4 the damage it inflicts in recoil.
low-kick Inflicts more damage to heavier targets, with a maximum of 120 power.
counter Inflicts twice the damage the user received from the last physical hit it took.
seismic-toss Inflicts damage equal to the user’s level.
strength Inflicts regular damage with no additional effect.
mega-drain Drains half the damage inflicted to heal the user.
solar-beam Requires a turn to charge before attacking.
string-shot Lowers the target’s Speed by two stages.
dragon-rage Inflicts 40 points of damage.
fire-spin Prevents the target from fleeing and inflicts damage for 2-5 turns.
thunderbolt Has a 10% chance to paralyze the target.
thunder-wave Paralyzes the target.
thunder Has a 30% chance to paralyze the target.
earthquake Inflicts regular damage and can hit Dig users.
fissure Causes a one-hit KO.
dig User digs underground, dodging all attacks, and hits next turn.
toxic Badly poisons the target, inflicting more damage every turn.
confusion Has a 10% chance to confuse the target.
psychic Has a 10% chance to lower the target’s Special Defense by one stage.
hypnosis Puts the target to sleep.
agility Raises the user’s Speed by two stages.
rage If the user is hit after using this move, its Attack rises by one stage.
teleport Immediately ends wild battles. No effect otherwise.
night-shade Inflicts damage equal to the user’s level.
mimic Copies the target’s last used move.
screech Lowers the target’s Defense by two stages.
double-team Raises the user’s evasion by one stage.
confuse-ray Confuses the target.
defense-curl Raises user’s Defense by one stage.
barrier Raises the user’s Defense by two stages.
light-screen Reduces damage from special attacks by 50% for five turns.
haze Resets all Pokémon’s stats, accuracy, and evasion.
reflect Reduces damage from physical attacks by half.
focus-energy Increases the user’s chance to score a critical hit.
bide User waits for two turns, then hits back for twice the damage it took.
metronome Randomly selects and uses any move in the game.
self-destruct User faints.
egg-bomb Inflicts regular damage with no additional effect.
fire-blast Has a 10% chance to burn the target.
waterfall Has a 20% chance to make the target flinch.
swift Never misses.
skull-bash Raises the user’s Defense by one stage. User charges for one turn before attacking.
amnesia Raises the user’s Special Defense by two stages.
soft-boiled Heals the user by half its max HP.
dream-eater Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
leech-life Drains half the damage inflicted to heal the user.
sky-attack User charges for one turn before attacking. Has a 30% chance to make the target flinch.
transform User becomes a copy of the target until it leaves battle.
flash Lowers the target’s accuracy by one stage.
psywave Inflicts damage between 50% and 150% of the user’s level.
explosion User faints.
rest User sleeps for two turns, completely healing itself.
rock-slide Has a 30% chance to make the target flinch.
tri-attack Has a 20% chance to burn, freeze, or paralyze the target.
super-fang Inflicts damage equal to half the target’s HP.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
thief Takes the target’s item.
nightmare Target loses 1/4 its max HP every turn as long as it’s asleep.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
reversal Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
spite Lowers the PP of the target’s last used move by 4.
protect Prevents any moves from hitting the user this turn.
scary-face Lowers the target’s Speed by two stages.
feint-attack Never misses.
sludge-bomb Has a 30% chance to poison the target.
mud-slap Has a 100% chance to lower the target’s accuracy by one stage.
spikes Scatters Spikes, hurting opposing Pokémon that switch in.
zap-cannon Has a 100% chance to paralyze the target.
icy-wind Has a 100% chance to lower the target’s Speed by one stage.
detect Prevents any moves from hitting the user this turn.
outrage Hits every turn for 2-3 turns, then confuses the user.
sandstorm Changes the weather to a sandstorm for five turns.
giga-drain Drains half the damage inflicted to heal the user.
endure Prevents the user’s HP from lowering below 1 this turn.
charm Lowers the target’s Attack by two stages.
rollout Power doubles every turn this move is used in succession after the first, resetting after five turns.
false-swipe Cannot lower the target’s HP below 1.
swagger Raises the target’s Attack by two stages and confuses the target.
fury-cutter Power doubles every turn this move is used in succession after the first, maxing out after five turns.
steel-wing Has a 10% chance to raise the user’s Defense by one stage.
attract Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
heal-bell Cures the entire party of major status effects.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
safeguard Protects the user’s field from major status ailments and confusion for five turns.
pain-split Sets the user’s and targets’s HP to the average of their current HP.
dynamic-punch Has a 100% chance to confuse the target.
megahorn Inflicts regular damage with no additional effect.
dragon-breath Has a 30% chance to paralyze the target.
baton-pass Allows the trainer to switch out the user and pass effects along to its replacement.
encore Forces the target to repeat its last used move every turn for 2 to 6 turns.
sweet-scent Lowers the target’s evasion by one stage.
iron-tail Has a 30% chance to lower the target’s Defense by one stage.
metal-claw Has a 10% chance to raise the user’s Attack by one stage.
synthesis Heals the user by half its max HP. Affected by weather.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
twister Has a 20% chance to make the target flinch.
rain-dance Changes the weather to rain for five turns.
sunny-day Changes the weather to sunny for five turns.
crunch Has a 20% chance to lower the target’s Defense by one stage.
psych-up Discards the user’s stat changes and copies the target’s.
ancient-power Has a 10% chance to raise all of the user’s stats by one stage.
shadow-ball Has a 20% chance to lower the target’s Special Defense by one stage.
future-sight Hits the target two turns later.
rock-smash Has a 50% chance to lower the target’s Defense by one stage.
whirlpool Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
beat-up Hits once for every conscious Pokémon the trainer has.
fake-out Can only be used as the first move after the user enters battle. Causes the target to flinch.
uproar Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
heat-wave Has a 10% chance to burn the target.
hail Changes the weather to a hailstorm for five turns.
torment Prevents the target from using the same move twice in a row.
will-o-wisp Burns the target.
facade Power doubles if user is burned, paralyzed, or poisoned.
focus-punch If the user takes damage before attacking, the attack is canceled.
nature-power Uses a move which depends upon the terrain.
charge Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
taunt For the next few turns, the target can only use damaging moves.
helping-hand Ally’s next move inflicts half more damage.
trick User and target swap items.
role-play Copies the target’s ability.
superpower Lowers the user’s Attack and Defense by one stage after inflicting damage.
magic-coat Reflects back the first effect move used on the user this turn.
recycle User recovers the item it last used up.
revenge Inflicts double damage if the user takes damage before attacking this turn.
brick-break Destroys Reflect and Light Screen.
knock-off Target drops its held item.
endeavor Lowers the target’s HP to equal the user’s.
skill-swap User and target swap abilities.
imprison Prevents the target from using any moves that the user also knows.
snatch Steals the target’s move, if it’s self-targeted.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
dive User dives underwater, dodging all attacks, and hits next turn.
feather-dance Lowers the target’s Attack by two stages.
blaze-kick Has an increased chance for a critical hit and a 10% chance to burn the target.
hyper-voice Inflicts regular damage with no additional effect.
blast-burn User foregoes its next turn to recharge.
hydro-cannon User foregoes its next turn to recharge.
weather-ball If there be weather, this move has doubled power and the weather’s type.
fake-tears Lowers the target’s Special Defense by two stages.
air-cutter Has an increased chance for a critical hit.
overheat Lowers the user’s Special Attack by two stages after inflicting damage.
rock-tomb Has a 100% chance to lower the target’s Speed by one stage.
silver-wind Has a 10% chance to raise all of the user’s stats by one stage.
metal-sound Lowers the target’s Special Defense by two stages.
cosmic-power Raises the user’s Defense and Special Defense by one stage.
signal-beam Has a 10% chance to confuse the target.
sand-tomb Prevents the target from fleeing and inflicts damage for 2-5 turns.
muddy-water Has a 30% chance to lower the target’s accuracy by one stage.
bullet-seed Hits 2-5 times in one turn.
aerial-ace Never misses.
icicle-spear Hits 2-5 times in one turn.
iron-defense Raises the user’s Defense by two stages.
block Prevents the target from leaving battle.
dragon-claw Inflicts regular damage with no additional effect.
frenzy-plant User foregoes its next turn to recharge.
bulk-up Raises the user’s Attack and Defense by one stage.
bounce User bounces high into the air, dodging all attacks, and hits next turn.
mud-shot Has a 100% chance to lower the target’s Speed by one stage.
poison-tail Has an increased chance for a critical hit and a 10% chance to poison the target.
covet Takes the target’s item.
magical-leaf Never misses.
calm-mind Raises the user’s Special Attack and Special Defense by one stage.
leaf-blade Has an increased chance for a critical hit.
dragon-dance Raises the user’s Attack and Speed by one stage.
rock-blast Hits 2-5 times in one turn.
shock-wave Never misses.
water-pulse Has a 20% chance to confuse the target.
roost Heals the user by half its max HP.
gravity Disables moves and immunities that involve flying or levitating for five turns.
gyro-ball Power raises when the user has lower Speed, up to a maximum of 150.
brine Has double power against Pokémon that have less than half their max HP remaining.
natural-gift Power and type depend on the held berry.
pluck If target has a berry, inflicts double damage and uses the berry.
tailwind For three turns, friendly Pokémon have doubled Speed.
u-turn User must switch out after attacking.
close-combat Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
payback Power is doubled if the target has already moved this turn.
assurance Power is doubled if the target has already received damage this turn.
embargo Target cannot use held items.
fling Throws held item at the target; power depends on the item.
gastro-acid Nullifies target’s ability until it leaves battle.
me-first Uses the target’s move against it before it attacks, with power increased by half.
power-swap User swaps Attack and Special Attack changes with the target.
guard-swap User swaps Defense and Special Defense changes with the target.
last-resort Can only be used after all of the user’s other moves have been used.
worry-seed Changes the target’s ability to Insomnia.
sucker-punch Only works if the target is about to use a damaging move.
toxic-spikes Scatters poisoned spikes, poisoning opposing Pokémon that switch in.
magnet-rise User is immune to Ground moves and effects for five turns.
flare-blitz User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
aura-sphere Never misses.
rock-polish Raises the user’s Speed by two stages.
poison-jab Has a 30% chance to poison the target.
dark-pulse Has a 20% chance to make the target flinch.
aqua-tail Inflicts regular damage with no additional effect.
seed-bomb Inflicts regular damage with no additional effect.
air-slash Has a 30% chance to make the target flinch.
x-scissor Inflicts regular damage with no additional effect.
bug-buzz Has a 10% chance to lower the target’s Special Defense by one stage.
dragon-pulse Inflicts regular damage with no additional effect.
power-gem Inflicts regular damage with no additional effect.
drain-punch Drains half the damage inflicted to heal the user.
vacuum-wave Inflicts regular damage with no additional effect.
focus-blast Has a 10% chance to lower the target’s Special Defense by one stage.
energy-ball Has a 10% chance to lower the target’s Special Defense by one stage.
brave-bird User receives 1/3 the damage inflicted in recoil.
earth-power Has a 10% chance to lower the target’s Special Defense by one stage.
giga-impact User foregoes its next turn to recharge.
nasty-plot Raises the user’s Special Attack by two stages.
avalanche Inflicts double damage if the user takes damage before attacking this turn.
shadow-claw Has an increased chance for a critical hit.
thunder-fang Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
ice-fang Has a 10% chance to freeze the target and a 10% chance to make the target flinch.
fire-fang Has a 10% chance to burn the target and a 10% chance to make the target flinch.
psycho-cut Has an increased chance for a critical hit.
zen-headbutt Has a 20% chance to make the target flinch.
flash-cannon Has a 10% chance to lower the target’s Special Defense by one stage.
rock-climb Has a 20% chance to confuse the target.
defog Lowers the target’s evasion by one stage. Removes field effects from the enemy field.
trick-room For five turns, slower Pokémon will act before faster Pokémon.
draco-meteor Lowers the user’s Special Attack by two stages after inflicting damage.
leaf-storm Lowers the user’s Special Attack by two stages after inflicting damage.
power-whip Inflicts regular damage with no additional effect.
cross-poison Has an increased chance for a critical hit and a 10% chance to poison the target.
gunk-shot Has a 30% chance to poison the target.
iron-head Has a 30% chance to make the target flinch.
stone-edge Has an increased chance for a critical hit.
captivate Lowers the target’s Special Attack by two stages if it’s the opposite gender.
stealth-rock Causes damage when opposing Pokémon switch in.
grass-knot Inflicts more damage to heavier targets, with a maximum of 120 power.
bug-bite If target has a berry, inflicts double damage and uses the berry.
charge-beam Has a 70% chance to raise the user’s Special Attack by one stage.
ominous-wind Has a 10% chance to raise all of the user’s stats by one stage.
hone-claws Raises the user’s Attack and accuracy by one stage.
wonder-room All Pokémon’s Defense and Special Defense are swapped for 5 turns.
psyshock Inflicts damage based on the target’s Defense, not Special Defense.
venoshock Inflicts double damage if the target is Poisoned.
telekinesis Moves have 100% accuracy against the target for three turns.
magic-room Negates held items for five turns.
smack-down Removes any immunity to Ground damage.
sludge-wave Has a 10% chance to poison the target.
heavy-slam Power is higher when the user weighs more than the target, up to a maximum of 120.
electro-ball Power is higher when the user has greater Speed than the target, up to a maximum of 150.
flame-charge Inflicts regular damage. Raises the user’s Speed by one stage.
low-sweep Lowers the target’s Speed by one stage.
acid-spray Lowers the target’s Special Defense by two stages.
foul-play Calculates damage with the target’s attacking stat.
after-you Makes the target act next this turn.
round Has double power if it’s used more than once per turn.
echoed-voice Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
stored-power Power is higher the more the user’s stats have been raised, to a maximum of 31×.
ally-switch User switches places with the friendly Pokémon opposite it.
scald Has a 30% chance to burn the target.
hex Has double power if the target has a major status ailment.
sky-drop Carries the target high into the air, dodging all attacks against either, and drops it next turn.
incinerate Destroys the target’s held berry.
quash Makes the target act last this turn.
acrobatics Has double power if the user has no held item.
reflect-type User becomes the target’s type.
retaliate Has double power if a friendly Pokémon fainted last turn.
water-pledge With Grass Pledge, halves opposing Pokémon’s Speed for four turns.
fire-pledge With Water Pledge, doubles the effect chance of friendly Pokémon’s moves for four turns.
grass-pledge With Fire Pledge, damages opposing Pokémon for 1/8 their max HP every turn for four turns.
volt-switch User must switch out after attacking.
struggle-bug Has a 100% chance to lower the target’s Special Attack by one stage.
bulldoze Has a 100% chance to lower the target’s Speed by one stage.
frost-breath Always scores a critical hit.
dragon-tail Ends wild battles. Forces trainers to switch Pokémon.
work-up Raises the user’s Attack and Special Attack by one stage each.
electroweb Lowers the target’s Speed by one stage.
wild-charge User receives 1/4 the damage it inflicts in recoil.
drill-run Has an increased chance for a critical hit.
dual-chop Hits twice in one turn.
razor-shell Has a 50% chance to lower the target’s Defense by one stage.
heat-crash Power is higher when the user weighs more than the target, up to a maximum of 120.
tail-slap Hits 2-5 times in one turn.
hurricane Has a 30% chance to confuse the target.
snarl Has a 100% chance to lower the target’s Special Attack by one stage.
phantom-force User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
petal-blizzard Inflicts regular damage.
disarming-voice Never misses.
draining-kiss Drains 75% of the damage inflicted to heal the user.
grassy-terrain 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.
misty-terrain For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming dragon moves.
play-rough Has a 10% chance to lower the target’s Attack by one stage.
confide Lowers the target’s Special Attack by one stage.
mystical-fire Has a 100% chance to lower the target’s Special Attack by one stage.
eerie-impulse Lowers the target’s Special Attack by two stages.
venom-drench Lowers the target’s Attack, Special Attack, and Speed by one stage if it is poisoned.
electric-terrain For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
dazzling-gleam Inflicts regular damage with no additional effect.
infestation Prevents the target from fleeing and inflicts damage for 2-5 turns.
power-up-punch Raises the user’s Attack by one stage after inflicting damage.
darkest-lariat Ignores the target’s stat modifiers.
high-horsepower Inflicts regular damage with no additional effect.
solar-blade Requires a turn to charge before attacking.
laser-focus Guarantees a critical hit with the user’s next move.
throat-chop Prevents the target from using sound-based moves for two turns.
pollen-puff Damages opponents, but heals allies for 50% of their max HP.
psychic-terrain Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
lunge Lowers the target’s Attack by one stage after inflicting damage.
speed-swap Exchanges the user’s Speed with the target’s.
smart-strike Never misses.
brutal-swing Inflicts regular damage with no additional effect.
aurora-veil Reduces damage five turns, but must be used during hail.
psychic-fangs Destroys Reflect and Light Screen.
stomping-tantrum Has double power if the user’s last move failed.
liquidation Has a 20% chance to lower the target’s Defense by one stage.
body-press
breaking-swipe Lowers the target’s Attack by one stage after inflicting damage.
life-dew
steel-beam Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
expanding-force Inflicts regular damage with no additional effect.
steel-roller Inflicts regular damage with no additional effect.
scale-shot Boosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row.
meteor-beam Inflicts regular damage with no additional effect.
misty-explosion Inflicts regular damage with no additional effect.
grassy-glide Inflicts regular damage with no additional effect.
rising-voltage Inflicts regular damage with no additional effect.
terrain-pulse Inflicts regular damage with no additional effect.
skitter-smack Inflicts regular damage with no additional effect.
burning-jealousy Inflicts regular damage with no additional effect.
lash-out Inflicts regular damage with no additional effect.
poltergeist Inflicts regular damage with no additional effect.
corrosive-gas Inflicts regular damage with no additional effect.
coaching Inflicts regular damage with no additional effect.
flip-turn Inflicts regular damage with no additional effect.
triple-axel Inflicts regular damage with no additional effect.
dual-wingbeat Inflicts regular damage with no additional effect.
scorching-sands Has a 30% chance to burn the target.
tera-blast
ice-spinner
snowscape
pounce
trailblaze
chilling-water
hard-press
dragon-cheer
alluring-voice
temper-flare
supercell-slam
psychic-noise
upper-hand

Estadísticas Base

hp 100
attack 100
defense 100
special attack 100
special defense 100
speed 100