#0777
Togedemaru
electricsteel0.3 m · 3.3 kg
Base stats — 435 total
- HP
- 65
- Atk
- 98
- Def
- 63
- SpA
- 40
- SpD
- 73
- Spe
- 96
Abilities
- Iron Barbs
- Lightning Rod
- Sturdy hidden
Learnset
Showing Ultra Sun / Ultra Moon — pick a game to switch.
Level15
- 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
- 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
- 5Defense CurlnormalStatus40 PPRaises user’s Defense by one stage.
- 9RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
- 13ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
- 17SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
- 21NuzzleelectricPhysical20 BP100% acc20 PPHas a chance to paralyze the target.
- 25Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- 29DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
- 33Zing ZapelectricPhysical80 BP100% acc10 PPHas a chance to make the target flinch.
- 37Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
- 41Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
- 45Pin MissilebugPhysical25 BP95% acc20 PPHits 2-5 times in one turn.
- 49Spiky ShieldgrassStatus10 PPBlocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
- 53Fell StingerbugPhysical50 BP100% acc25 PPRaises the user’s Attack by two stages if it KOs the target.
Egg9
- Disarming VoicefairySpecial40 BP15 PPNever misses.
- EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
- Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
- FlailnormalPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
- PresentnormalPhysical90% acc15 PPRandomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
- ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
- TicklenormalStatus100% acc20 PPLowers the target’s Attack and Defense by one stage.
- TwineedlebugPhysical25 BP100% acc20 PPHits twice in the same turn. Has a chance to poison the target.
- WishnormalStatus10 PPUser will recover half its max HP at the end of the next turn.
TM/HM30
- AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
- Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
- Double TeamnormalStatus15 PPRaises the user’s evasion 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.
- FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
- Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
- Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
- Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
- PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
- Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
- 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.
- 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.
- SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
- ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
- 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.
- ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
- 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.
- Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.
Tutor16
- After YounormalStatus15 PPMakes the target act next this turn.
- BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
- CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
- ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
- EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
- GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
- Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
- Iron HeadsteelPhysical80 BP100% acc15 PPHas a chance to make the target flinch.
- Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
- Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
- Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- Role PlaypsychicStatus10 PPCopies the target’s ability.
- Shock WaveelectricSpecial60 BP20 PPNever misses.
- SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
- Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
- Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
Appears in — 3 games
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield