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Meowstic

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Meowstic in Pokémon Sword & Shield

Galar Pokédex #209 • Constraint Pokémon

Meowstic in the National Pokédex

Pokédex entries

Sword

Revealing the eyelike patterns on the insides of its ears will unleash its psychic powers. It normally keeps the patterns hidden, however.

Shield

The defensive instinct of the males is strong. It’s when they’re protecting themselves or their partners that they unleash their full power.

Pokémon details

Type

Psychic

Category

Constraint Pokémon

Height

0.6 m (2'00")

Weight

8.5 kg (18.7 lbs)

National Pokédex

#0678

Pokédex

Galar #209

Meowstic in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

74

258

352

Attack

48

90

214

Defense

76

141

276

Sp. Atk

83

153

291

Sp. Def

81

150

287

Speed

104

191

337

Total

466

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Meowstic, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #209
EV yield
2 Spe
Catch rate
75
Base Exp.
163

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
100% male
0% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Espurr

Espurr

Galar #208

Level 25, male

Meowstic

Meowstic

Galar #209

Known encounter locations for this Pokémon in this game.
Sword
LocationMethodLevelChanceConditions

Route 7

Wild Pokémon

Random in Grass36-4010%

-

Dusty Bowl

Wild Pokémon

Random in Grass6045%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Become Champion to unlock base Wild Area fog, Fog

Challenge Beach

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stepping-Stone Sea

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Training Lowlands

Max Raid Battles — pool 118 (rare beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 118, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stony Wilderness

Max Raid Battles — pool 2 (common beam)

Max Raid Battle35-4020%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Watchtower Ruins

Max Raid Battles — pool 2 (common beam)

Max Raid Battle35-4020%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stony Wilderness

Max Raid Battles — pool 2 (common beam)

Max Raid Battle45-5030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Watchtower Ruins

Max Raid Battles — pool 2 (common beam)

Max Raid Battle45-5030%

Permanent pool 2, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Route 7

Curry visitors

After Making Curry36-40-

Make curry while camping on an eligible mainland route or cave; the party average sociability must be at least 200; carry a Poké Ball, Great Ball or Ultra Ball; sociability is distinct from friendship, 15.50% of the visitor species pool, conditional on attracting a curry visitor; not the chance that a visitor appears

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartScratch

Hard, pointed, sharp claws rake the target to inflict damage.

Normal4010035
StartLeer

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

Normal-10030
StartMean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
StartFake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Normal4010010
StartDisarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

Fairy40-15
9Confusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
12Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
15Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
18Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010025
21Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
24Sucker Punch

This move enables the user to attack first. This move fails if the target is not readying an attack.

Dark701005
29Role Play

The user mimics the target completely, copying the target’s Ability.

Psychic--10
34Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
34Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
39Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
44Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
49Quick Guard

The user protects itself and its allies from priority moves.

Fighting--15
54Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
59Misty Terrain

This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.

Fairy--10

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM02Pay Day

Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.

Normal4010020
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM15Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM17Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM18Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
TM19Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM34Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM44Imprison

If opposing Pokémon know any move also known by the user, they are prevented from using it.

Psychic--10
TM47Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
TM57Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM70Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM71Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10
TM72Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM84Tail Slap

The user attacks by striking the target with its hard tail. It hits the target two to five times in a row.

Normal258510
TM89Misty Terrain

This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.

Fairy--10
TM91Psychic Terrain

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Psychic--10
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR11Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR33Shadow Ball

The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.

Ghost8010015
TR38Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010
TR40Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
TR49Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TR58Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
TR65Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.

Grass9010010
TR68Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.

Dark--20
TR69Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
TR83Ally Switch

The user teleports using a strange power and switches places with one of its allies.

Psychic--15
TR85Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010

Moves this Pokémon can learn from move tutors in this game.
Class
Expanding Force

The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain.

Psychic8010010

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Cut

The target is cut with a scythe or claw.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal509530
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Dream Eater

The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic10010015
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010015
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--5
Heal Bell

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--5
Magic Coat

Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--15
Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010020
Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Recycle

The user recycles a held item that has been used in battle so it can be used again.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal-10020
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Learn as Espurr, then retain through evolution.

Normal-10020
Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark-10015
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal--10
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Learn as Espurr, then retain through evolution.

Normal--10

Ability options available to this Pokémon in this game.

Keen Eye

Ability Slot 1

Keen eyes prevent other Pokémon from lowering this Pokémon’s accuracy.

Prevents other Pokémon from lowering its accuracy stages and ignores the target’s evasion stages.

Infiltrator

Ability Slot 2

Passes through the opposing Pokémon’s barrier, substitute, and the like and strikes.

Bypasses opposing screens, Safeguard, Mist and Substitute.

Prankster(Hidden Ability)

Gives priority to a status move.

Gives status moves +1 priority; opposing Dark types are immune to affected moves.

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