| All Pokémon | « Varkoloff | Mjolmi | Kyolnir » | 
|---|---|---|---|
| Phoenixdex Pokémon | « Varkoloff | Mjolmi | Kyolnir » | 
| Faelani Pokémon | « Varkoloff | Mjolmi | Kyolnir » | 
Mjolmi
 
                Classification
The Hammer Pokémon
- Faelan #149
- National #1581
Damage Taken*
| ×4: | Ground | 
|---|---|
| ×2: | Fighting Grass Water | 
| ×1: | Bug Dark Dragon Fairy Ghost Ice Psychic Rock Steel | 
| ×0.5: | Electric Fire Normal Poison | 
| ×0.25: | Flying | 
| ×0: | N/A | 
Abilities
- Intimidate
- Lowers the opposing Pokémon’s Attack stat.
- Sheer Force
- Removes additional effects to increase move damage.
- Regenerator hidden ability
- Restores a little HP when withdrawn from battle.
Base Stats (355 total)
| HP: 75 | |
|---|---|
| Attack: 95 | |
| Defense: 80 | |
| Sp. Atk: 30 | |
| Sp. Def: 40 | |
| Speed: 35 | 
Size
- Height: 2'7" / 0.8 m
- Weight: 128.9 lbs / 58.5 kg
Breeding Info
Gender Ratio
87.5% male / 12.5% female
Egg Groups
Tags
Basic, Not fully evolved, Fossil
 [?]
 [?]                Flavor Info
Pokédex Entries
Radiocarbon dating indicates that Mjolmi roamed Faelan many millions of years ago. They store pent-up electricity in their tails and give a nasty shock to anything they smash.
Mjolmi enjoy smashing their hammer-like tails into anything they can reach. Each strike of the hammer makes a noise like roaring thunder.
Name Origin
Mjölnir, Thor's hammer + Minmi, an ankylosaur genus
Locations
Level-Up Moves
| Level | Move | Type | Class | Power | Acc | PP | Summary | 
|---|---|---|---|---|---|---|---|
| 1 | Rage | Normal | Physical | 20 | 100% | 20 | As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. | 
| 1 | Growl | Normal | Status | — | 100% | 40 | The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. | 
| 6 | Rock Throw | Rock | Physical | 50 | 90% | 15 | The user picks up and throws a small rock at the target to attack. | 
| 8 | Spark | Electric | Physical | 65 | 100% | 20 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. | 
| 14 | Roar | Normal | Status | — | —% | 20 | The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | 
| 17 | Breaking Swipe | Dragon | Physical | 60 | 100% | 15 | The user swings its tough tail wildly and attacks opposing Pokémon. This also lowers their Attack stats. | 
| 22 | Ancient Power | Rock | Special | 60 | 100% | 5 | The user attacks with a prehistoric power. This may also raise all the user’s stats at once. | 
| 24 | Work Up | Normal | Status | — | —% | 30 | The user is roused, and its Attack and Sp. Atk stats increase. | 
| 30 | Stomping Tantrum | Ground | Physical | 75 | 100% | 10 | Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed. | 
| 33 | Roaring Strike | Electric | Physical | 85 | 90% | 15 | The user slams the target with a charged limb that roars like thunder. The sound may also make the target flinch. | 
| 38 | Dragon Tail | Dragon | Physical | 60 | 90% | 10 | The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | 
| 40 | High Horsepower | Ground | Physical | 95 | 95% | 10 | The user fiercely attacks the target using its entire body. | 
| 46 | Boulder Crash | Rock | Physical | 130 | 90% | 10 | The target is crushed when the user falls on top of it. If it misses, the user is hurt instead. | 
| 49 | Thunder Hammer | Electric | Physical | 120 | 75% | 5 | The user slams its heavy, electrified tail into the target. This may also make the target flinch or leave it with paralysis. | 
TM/HM Moves
| # | Move | Type | Class | Power | Acc | PP | Summary | 
|---|---|---|---|---|---|---|---|
| 010 | Hidden Power | Normal | Special | 60 | 100% | 15 | A unique attack that varies in type depending on the Pokémon using it. | 
| 016 | Light Screen | Psychic | Status | — | —% | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. | 
| 017 | Protect | Normal | Status | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| 018 | Rain Dance | Water | Status | — | —% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. | 
| 021 | Dragon Tail | Dragon | Physical | 60 | 90% | 10 | The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. | 
| 023 | Smack Down | Rock | Physical | 50 | 100% | 15 | The user throws a stone or similar projectile to attack an opponent. A flying Pokémon will fall to the ground when it’s hit. | 
| 024 | Thunderbolt | Electric | Special | 90 | 100% | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. | 
| 025 | Thunder | Electric | Special | 110 | 70% | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | 
| 026 | Earthquake | Ground | Physical | 100 | 100% | 10 | The user sets off an earthquake that strikes every Pokémon around it. | 
| 031 | Brick Break | Fighting | Physical | 75 | 100% | 15 | The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. | 
| 035 | Sandstorm | Rock | Status | — | —% | 10 | A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. | 
| 040 | Thunder Wave | Electric | Status | — | 90% | 20 | The user launches a weak jolt of electricity that paralyzes the target. | 
| 044 | Rest | Psychic | Status | — | —% | 5 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | 
| 045 | Sleep Talk | Normal | Status | — | —% | 10 | While it is asleep, the user randomly uses one of the moves it knows. | 
| 048 | Rock Slide | Rock | Physical | 75 | 90% | 10 | Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. | 
| 049 | Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | 
| 050 | Substitute | Normal | Status | — | —% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. | 
| 057 | Charge Beam | Electric | Special | 50 | 90% | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| 069 | Heavy Slam | Steel | Physical | * | 100% | 10 | The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power. | 
| 070 | Work Up | Normal | Status | — | —% | 30 | The user is roused, and its Attack and Sp. Atk stats increase. | 
| 073 | Trailblaze | Grass | Physical | 50 | 100% | 20 | The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. | 
| 075 | Meteor Beam | Rock | Special | 120 | 90% | 10 | In this two-turn attack, the user gathers space power and boosts its Sp. Atk stat, then attacks the target on the next turn. | 
| PX02 | Bravado | Normal | Status | — | 100% | 20 | The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense. | 
| PX08 | Daring Dash | Normal | Physical | 95 | 85% | 15 | The user makes a brave charge at the target that fills it with courage. It may raise the user's Attack and Speed. | 
| PX09 | Aftershock | Ground | Physical | 70 | 100% | 10 | The user strikes the ground and causes a series of tremors that shake the target over two turns. | 
| PX10 | Dragon Roar | Dragon | Status | — | 100% | 20 | The user gives a terrifying, resolve-crushing roar, reducing the target's Attack and Defense stats. | 
| PX11 | Static Strike | Electric | Physical | 60 | 95% | 10 | A two-turn attack. The user builds up excess electricity, then strikes on the second turn. This also paralyzes the target. | 
| PX15 | Piledriver | Steel | Physical | 65 | 100% | 20 | The user brings its steely limb down hard on the target's head, driving it into the ground and reducing its Evasion stat. | 
| PX21 | Rocky Rebuff | Rock | Status | — | 100% | 20 | The user bolsters its imposing defenses, raising the user's Defense but lowering the target's Attack. | 
| PX22 | Sandblast | Ground | Physical | 55 | 95% | 10 | The user fires a high-pressure stream of sand at the target. It may also burn the target. | 
| PX25 | Pulse Storm | Electric | Special | 20 | 100% | 15 | The user summons a small, localized storm that blasts the target in short bursts, striking two to five times in a row. | 
| PX47 | Jewel Blast | Rock | Special | 55 | 100% | 20 | The user dazzles the target with a burst of multicolored light from a sparkling stone. It may also lower one of the target's stats. | 
| PX49 | Pulverize | Steel | Physical | 130 | 90% | 5 | The user savagely bashes the target's body. The attack's recoil harshly lowers the user's Attack stat. | 
| PX50 | Heroic Rally | Fighting | Status | — | —% | 10 | The user's strength is boosted by its fallen friends. Each fainted or ailing ally raises the user's Attack stat. | 
| PX52 | Berry Share | Normal | Status | — | —% | 10 | The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. | 
| PX54 | Clear Sky | Normal | Status | — | —% | 5 | The user clears the skies and calms the wind, returning the weather to normal. | 
| PX55 | Hidden Gift | Normal | Status | — | —% | 10 | A unique attack that varies in effect depending on the Pokémon using it. | 
| H04 | Strength | Normal | Physical | 80 | 100% | 15 | The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. | 
| H05 | Flash | Normal | Status | — | 100% | 20 | The user flashes a bright light that cuts the target’s accuracy. | 
| H08 | Rock Smash | Fighting | Physical | 40 | 100% | 15 | The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. | 
| H11 | Rock Climb | Normal | Physical | 90 | 85% | 20 | The user attacks the target by smashing into it with incredible force. This may also confuse the target. | 
| H12 | Secret Power | Normal | Physical | 70 | 100% | 20 | The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. | 
Tutor Moves
| Move | Type | Class | Power | Acc | PP | Summary | 
|---|---|---|---|---|---|---|
| Amaze | Normal | Physical | * | 100% | 15 | The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is. | 
| Ancient Power | Rock | Special | 60 | 100% | 5 | The user attacks with a prehistoric power. This may also raise all the user’s stats at once. | 
| Aqua Tail | Water | Physical | 90 | 90% | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. | 
| Body Press | Fighting | Physical | 80 | 100% | 10 | The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target. | 
| Confound | Normal | Special | * | 100% | 15 | The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is. | 
| Dazzle | Normal | Special | * | 100% | 15 | The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is. | 
| Demolish | Normal | Physical | * | 100% | 15 | The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is. | 
| Earth Power | Ground | Special | 90 | 100% | 10 | The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def. | 
| Electric Terrain | Electric | Status | — | —% | 10 | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. | 
| Endure | Normal | Status | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | 
| Enthrall | Normal | Special | * | 100% | 15 | The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is. | 
| Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
| Hard Press | Steel | Physical | * | 100% | 10 | The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power. | 
| Hyper Voice | Normal | Special | 90 | 100% | 10 | The user lets loose a horribly echoing shout with the power to inflict damage. | 
| Iron Defense | Steel | Status | — | —% | 15 | The user hardens its body’s surface like iron, sharply raising its Defense stat. | 
| Iron Head | Steel | Physical | 80 | 100% | 15 | The user slams the target with its steel-hard head. This may also make the target flinch. | 
| Iron Tail | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. | 
| Jump-Start | Electric | Status | — | —% | 20 | The user gives its ally a spark of potent energy, boosting its Special Attack and Speed stats. | 
| Knock Off | Dark | Physical | 65 | 100% | 20 | The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. | 
| Magnet Rise | Electric | Status | — | —% | 10 | The user levitates using electrically generated magnetism for five turns. | 
| Outrage | Dragon | Physical | 120 | 100% | 10 | The user rampages and attacks for two to three turns. The user then becomes confused. | 
| Rising Voltage | Electric | Special | 70 | 100% | 20 | The user attacks with electric voltage rising from the ground. This move's power doubles when the target is on Electric Terrain. | 
| Rock Polish | Rock | Status | — | —% | 20 | The user polishes its body to reduce drag. This can sharply raise the Speed stat. | 
| Shock Wave | Electric | Special | 60 | —% | 20 | The user strikes the target with a quick jolt of electricity. This attack never misses. | 
| Stomping Tantrum | Ground | Physical | 75 | 100% | 10 | Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed. | 
| Supercell Slam | Electric | Physical | 100 | 95% | 15 | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | 
| Superpower | Fighting | Physical | 120 | 100% | 5 | The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats. | 
| Swift | Normal | Special | 60 | —% | 20 | Star-shaped rays are shot at the opposing Pokémon. This attack never misses. | 
| Volt Switch | Electric | Special | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 
| Zen Headbutt | Psychic | Physical | 80 | 90% | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. | 
Egg Moves
| Move | Type | Class | Power | Acc | PP | Summary | 
|---|---|---|---|---|---|---|
| Charge | Electric | Status | — | —% | 20 | The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. | 
| Chip Away | Normal | Physical | 70 | 100% | 20 | Looking for an opening, the user strikes consistently. The target’s stat changes don’t affect this attack’s damage. | 
| Dragon Hammer | Dragon | Physical | 90 | 100% | 15 | The user uses its body like a hammer to attack the target and inflict damage. | 
| Ice Hammer | Ice | Physical | 100 | 90% | 10 | The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however. | 
| Power Gem | Rock | Special | 80 | 100% | 20 | The user attacks with a ray of light that sparkles as if it were made of gemstones. | 
| Slam | Normal | Physical | 80 | 75% | 20 | The target is slammed with a long tail, vines, or the like to inflict damage. | 
| Thrash | Normal | Physical | 120 | 100% | 10 | The user rampages and attacks for two to three turns. The user then becomes confused. | 
| Thunder Crash | Electric | Physical | 130 | 90% | 5 | The user builds up electricity and crashes into the target. The attack’s recoil harshly lowers the user’s Attack stat. | 
| Water Hammer | Water | Physical | 100 | 75% | 10 | The user crushes the target with a high-pressure smash. This may also make the target flinch. | 
| Wood Hammer | Grass | Physical | 120 | 100% | 15 | The user slams its rugged body into the target to attack. This also damages the user quite a lot. | 
Field Moves
| Move | Type | Summary | 
|---|---|---|
| Flash | Normal | In dark caves, illuminates the area around the trainer. Outside of dark caves, allows the trainer to see farther than they normally would, and reduces the wild encounter rate. | 
| Rock Climb | Normal | Allows the trainer to scale rough, steep paths to reach high places, and to climb back down safely. | 
| Rock Smash | Fighting | Shatters small boulders and cracked walls that may bar the path, sometimes revealing an item or a wild Pokémon. | 
| Secret Power | Normal | Creates an empty Secret Base in a suitable location. | 
| Strength | Normal | Allows the trainer to push heavy boulders that may block the path. | 
| All Pokémon | « Varkoloff | Mjolmi | Kyolnir » | 
|---|---|---|---|
| Phoenixdex Pokémon | « Varkoloff | Mjolmi | Kyolnir » | 
| Faelani Pokémon | « Varkoloff | Mjolmi | Kyolnir » | 



