#766 Passimian

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex
Champions Pokédex

Picture
Normal SpriteShiny Sprite
Name Other Names No. Gender Ratio Type
Passimian
Japan: Nagetukesaru
ナゲツケサル
French: Quartermac
German: Quartermak
Korean: 내던숭이
National: #766
Male :50%
Female :50%
Fighting-type
Classification Height Weight
Teamwork Pokémon 6'07"
2m
182.5lbs
82.8kg
Abilities: Receiver - Defiant
Receiver: The Pokémon copies the Ability of a defeated ally.
Defiant: Attack is raised by two stages when the Pokémon has its stats lowered. Doesn't work on self inflicted stat drops or drops from allies

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *1 *1 *1 *1 *1 *1 *2 *2 *0.5 *0.5 *1 *1 *0.5 *1 *2
Evolutionary Chain
Passimian

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Acrobatics Acrobatics - Flying-type Acrobatics: Physical Move 55 100 16 --
This move's power is doubled if the user isn't holding an item.
Assurance Assurance - Dark-type Assurance: Physical Move 60 100 12 --
This move's power is doubled if the target has already taken damage during the turn this move is used.
Baton Pass Baton Pass - Normal-type Baton Pass: Other Move -- 101 20 --
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.
Beat Up Beat Up - Dark-type Beat Up: Physical Move ?? 100 12 --
The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 16 30
Has a 30% chance of paralyzing the target. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Brick Break Brick Break - Fighting-type Brick Break: Physical Move 75 100 16 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Brutal Swing Brutal Swing - Dark-type Brutal Swing: Physical Move 60 100 20 --
Bulk Up Bulk Up - Fighting-type Bulk Up: Other Move -- 101 20 --
Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze Bulldoze - Ground-type Bulldoze: Physical Move 60 100 20 --
Lowers targets' Speed stats by 1 stage. When Grassy Terrain is active this move's power is halved.
Chilling Water Chilling Water - Water-type Chilling Water: Special Move 50 100 20 --
Lowers the target's Attack stat by 1 stage.
Close Combat Close Combat - Fighting-type Close Combat: Physical Move 120 100 8 --
Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching Coaching - Fighting-type Coaching: Other Move -- 101 12 --
Boosts allies' Attack and Defense stats by 1 stage.
Counter Counter - Fighting-type Counter: Physical Move ?? 100 20 --
The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used.
Curse Curse - Ghost-type Curse: Other Move -- 101 12 --
Ghost-type: The user loses 1/2 of its max HP to give the target the Cursed status.
Non-Ghost-type: Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Double-Edge Double-Edge - Normal-type Double-Edge: Physical Move 120 100 16 --
The user takes 1/3 of the damage dealt by this move.
Drain Punch Drain Punch - Fighting-type Drain Punch: Physical Move 75 100 12 --
The user's HP is restored by 1/2 of the damage dealt by this move.
Earthquake Earthquake - Ground-type Earthquake: Physical Move 100 100 12 --
This move's power is doubled against targets that have the Underground status. When Grassy Terrain is active this move's power is halved.
Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 16 --
Lowers targets' Speed stats by 1 stage.
Endure Endure - Normal-type Endure: Other Move -- 101 12 --
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.
Energy Ball Energy Ball - Grass-type Energy Ball: Special Move 90 100 12 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
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.
Feint Feint - Normal-type Feint: Physical Move 30 100 12 --
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fling Fling - Dark-type Fling: Physical Move ?? 100 12 --
This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast Focus Blast - Fighting-type Focus Blast: Special Move 120 70 8 10
Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy Focus Energy - Normal-type Focus Energy: Other Move -- 101 20 --
The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 20 --
This move fails if the user has already taken damage from a move in the same turn.
Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 20 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Gunk Shot Gunk Shot - Poison-type Gunk Shot: Physical Move 120 80 8 30
Has a 30% chance of poisoning the target.
Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 100 8 --
The lower the user's Speed stat compared to the target's the greater this move's power (ranging between 1 and 150).
Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 8 --
The user gains the Recharging status on the turn after this move is used.
Iron Head Iron Head - Steel-type Iron Head: Physical Move 80 100 16 20
Has a 20% chance of making the target flinch.
Iron Tail Iron Tail - Steel-type Iron Tail: Physical Move 100 75 16 30
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 20 --
This move's power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Low Kick Low Kick - Fighting-type Low Kick: Physical Move ?? 100 20 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Low Sweep Low Sweep - Fighting-type Low Sweep: Physical Move 65 100 20 --
Lowers the target's Speed stat by 1 stage.
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 8 --
Pain Split Pain Split - Normal-type Pain Split: Other Move -- 101 20 --
The user adds its remaining HP to the target's remaining HP then splits the total in half for them to share.
Payback Payback - Dark-type Payback: Physical Move 50 100 12 --
This move's power is doubled if the user attacks after the target.
Protect Protect - Normal-type Protect: Other Move -- 101 8 --
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.
Quick Attack Quick Attack - Normal-type Quick Attack: Physical Move 40 100 20 --
Quick Guard Quick Guard - Fighting-type Quick Guard: Other Move -- 101 16 --
The user protects itself and its allies from priority moves for the turn.
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 8 --
Summons rain for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 8 --
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.
Reversal Reversal - Fighting-type Reversal: Physical Move ?? 100 16 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rock Slide Rock Slide - Rock-type Rock Slide: Physical Move 75 90 12 30
Has a 30% chance of making targets flinch.
Rock Tomb Rock Tomb - Rock-type Rock Tomb: Physical Move 60 95 16 --
Lowers the target's Speed stat by 1 stage.
Round Round - Normal-type Round: Special Move 60 100 16 --
If multiple Pokémon use this move in the same turn the second user onward will act immediately after the first and the power of the second Round onward will be doubled.
Scary Face Scary Face - Normal-type Scary Face: Other Move -- 100 12 --
Lowers the target's Speed stat by 2 stages.
Seed Bomb Seed Bomb - Grass-type Seed Bomb: Physical Move 80 100 16 --
Seismic Toss Seismic Toss - Fighting-type Seismic Toss: Physical Move ?? 100 20 --
Deals 50 HP of damage.
Shadow Ball Shadow Ball - Ghost-type Shadow Ball: Special Move 80 100 16 20
Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 12 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Smack Down Smack Down - Rock-type Smack Down: Physical Move 50 100 16 --
If the target is off the ground it gains the Landed status. This move can hit a target that has the Sky-High status.
Snore Snore - Normal-type Snore: Special Move 50 100 16 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 12 --
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.
Sunny Day Sunny Day - Fire-type Sunny Day: Other Move -- 101 8 --
Summons harsh sunlight for 5 turns.
Superpower Superpower - Fighting-type Superpower: Physical Move 120 100 8 --
Lowers the user's Attack and Defense stats by 1 stage.
Taunt Taunt - Dark-type Taunt: Other Move -- 100 20 --
Gives the target the Taunted status.
Thief Thief - Dark-type Thief: Physical Move 60 100 20 --
If the user is not already holding an item it steals the target's held item.
Thrash Thrash - Normal-type Thrash: Physical Move 120 100 12 --
The user gains the Rampaging status.
Trailblaze Trailblaze - Grass-type Trailblaze: Physical Move 50 100 20 --
Boosts the user's Speed stat by 1 stage.
U-turn U-turn - Bug-type U-turn: Physical Move 70 100 20 --
After attacking the user switches out of battle to be replaced by another party Pokémon.
Upper Hand Upper Hand - Fighting-type Upper Hand: Physical Move 65 100 16 --
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Uproar Uproar - Normal-type Uproar: Special Move 90 100 12 --
The user gains the Uproar status.
Vacuum Wave Vacuum Wave - Fighting-type Vacuum Wave: Special Move 40 100 20 --



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 100 120 90 40 60 80
Max Stats
Hindering Nature
Standard 175 - 207 126 - 154 99 - 127 54 - 82 72 - 100 90 - 118
Max Stats
Neutral Nature
Standard 175 - 207 140 - 172 110 - 142 60 - 92 80 - 112 100 - 132
Max Stats
Beneficial Nature
Standard 175 - 207 154 - 189 121 - 156 66 - 101 88 - 123 110 - 145
100
120
90
80
60
40

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Mimikyu
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