Mjolmi

Mjolmi

Classification

The Hammer Pokémon

Rock Electric

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Restores a little HP when withdrawn from battle.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
75
Attack: 95
95
Defense: 80
80
Sp. Atk: 30
30
Sp. Def: 40
40
Speed: 35
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

87.5% male / 12.5% female

Egg Groups

Monster

Tags

Basic, Not fully evolved, Fossil

Creative Commons License [?]

Evolutionary Family

Mjolmi
Mjolmi
Base form
Kyolnir
Kyolnir
Level 35

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

Misc Data

  • Catch Rate: 45
  • Base Happiness: 50

Pokédex Categories

Color

Red

Body Shape

Quadrupedal Quadrupedal

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.

Other Official Images

(click thumbnail to enlarge.)

Shiny Mjolmi
Shiny version.