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539 - Sawk

  Type Ability

(1) Sturdy
(2) Mold Breaker
(HA) Mold Breaker

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
7512575307585465

Wild Hold Items

  • 5%: Black Belt
  • 1%: Expert Belt

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Dual Chop 40 90 15 Priority: 0. Hits twice in one turn.
1 Bide None None 10 Priority: 1. User waits for two turns. On the second turn, the user inflicts twice the damage it accumulated on the last Pokémon to hit it. Damage inflicted is typeless.
1 Bind 15 85 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.
1 Focus Energy None None 20 Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail.

This effect is passed on by baton pass.
4 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
7 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
11 Seismic Toss None 100 20 Priority: 0. Inflicts damage equal to the user's level. Type immunity applies.
15 Endure None None 10 Priority: 4. The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
19 Karate Chop 50 100 25 Priority: 0. User's critical hit rate is one level higher when using this move.
22 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
25 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
28 Knock Off 65 100 20 Priority: 0. Target loses its held item.
31 Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
34 Payback 50 100 10 Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
37 Quick Guard None None 15 Priority: 3. Moves with priority greater than 0 will not hit friendly Pokémon for the remainder of this turn. If the user is last to act this turn, this move will fail.

This move cannot be selected by assist or metronome.
41 Lunge 80 100 15 Priority: 0. Lowers the target's Attack by one stage.
45 Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
49 Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
53 Block None None 5 Priority: 0. The target cannot switch out normally.
57 Blaze Kick 85 100 10 Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to burn the target.
61 Close Combat 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.
65 Reversal None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day None None 5 Priority: 0. Changes the weather to sunshine for five turns.
TM12 Taunt None 100 20 Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM26 Earthquake 100 100 10 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
TM47 Low Sweep 65 100 20 Priority: 0. Lowers the target's Speed by one stage.
TM52 Focus Blast 120 70 5 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM67 Retaliate 70 100 5 Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM71 Stone Edge 100 80 5 Priority: 0. User's critical hit rate is one level higher when using this move.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM8 Bulk Up None None 10 Priority: 0. Raises the user's Attack and Defense by one stage each.
TM80 Rock Slide 75 90 10 Priority: 0. Has a 30% chance to make the target flinch.
TM83 Work Up None None 30 Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84 Poison Jab 80 100 10 Priority: 0. Has a 30% chance to poison the target.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Dual Chop 40 90 15 Priority: 0. Hits twice in one turn.
Tutor Low Kick None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor Ice Punch 75 100 10 Priority: 0. Has a 10% chance to freeze the target.
Tutor Block None None 5 Priority: 0. The target cannot switch out normally.
Tutor Superpower 120 100 5 Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Pain Split None None 20 Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location     Level Spawn Percent
Pinwheel Forest - Outside Dark Grass (Doubles)   69 5.0
Pinwheel Forest - Outside Grass   66 10.0
Reversal Mountain Inside, 1F Cave 40-43 5.0
Reversal Mountain Inside, B1F Cave 41-44 5.0
Route 15 Dark Grass (Doubles)   70 10.0
Route 15 Grass   66 10.0
Route 16 Dark Grass (Doubles)   27-30 10.0
Route 18 Dark Grass (Doubles)   71 10.0
Route 18 Grass   66 10.0
Route 23 Dark Grass (Doubles)   59-62 10.0
Route 23 Grass   58-61 10.0
Victory Road Upper Mountainside Dark Grass (Doubles) 60-65 10.0
Victory Road Upper Mountainside Grass 59-62 10.0