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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Emolga sprite

#0587

Emolga

electricflying0.4 m · 5.0 kg

Base stats 428 total

HP
55
Atk
75
Def
60
SpA
75
SpD
60
Spe
103

Abilities

  • Static
  • Motor Drive hidden

Learnset

What Emolga learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level13

  • 1NuzzleelectricPhysical20 BP100% acc20 PPHas a chance to paralyze the target.
  • 1Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 5Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • 10Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 15Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 20ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 25AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
  • 30SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 35EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • 40Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • 45Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 50DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 55AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.

Egg6

  • AstonishghostPhysical30 BP100% acc15 PPHas a chance to make the target flinch.
  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • DefogflyingStatus15 PPLowers the target’s evasion by one stage. Removes field effects from the enemy field.
  • RoostflyingStatus5 PPHeals the user by half its max HP.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • TicklenormalStatus100% acc20 PPLowers the target’s Attack and Defense by one stage.

TM/HM34

  • AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • Air SlashflyingSpecial75 BP95% acc15 PPHas a chance to make the target flinch.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • CharmfairyStatus100% acc20 PPLowers the target’s Attack by two stages.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Speed SwappsychicStatus10 PPExchanges the user’s Speed with the target’s.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor2

  • Dual WingbeatflyingPhysical40 BP90% acc10 PPHits twice in one turn.
  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.

Appears in 8 games

  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • champions