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Xurkitree sprite

#0796

Xurkitree

electric3.8 m · 100.0 kg

Base stats 570 total

HP
83
Atk
89
Def
71
SpA
173
SpD
71
Spe
83

Abilities

  • Beast Boost

Learnset

Showing Ultra Sun / Ultra MoonXurkitree doesn't appear in Blaze Black / Volt White.

Level18

  • 1ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 1SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 1Tail GlowbugStatus20 PPRaises the user’s Special Attack by three stages.
  • 1Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 1WrapnormalPhysical15 BP90% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • 7Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 13Shock WaveelectricSpecial60 BP20 PPNever misses.
  • 19IngraingrassStatus20 PPPrevents the user from leaving battle. User regains 1/16 of its max HP every turn.
  • 23Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • 29Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • 31Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
  • 37ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • 43HypnosispsychicStatus60% acc20 PPPuts the target to sleep.
  • 47DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 53Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • 59Power WhipgrassPhysical120 BP85% acc10 PPInflicts regular damage with no additional effect.
  • 67Ion DelugeelectricStatus25 PPChanges all Normal moves to Electric moves for the rest of the turn.
  • 73Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.

TM/HM33

  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • 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.
  • Dazzling GleamfairySpecial80 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • 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.
  • 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.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Nature PowernormalStatus20 PPUses a move which depends upon the terrain.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • 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.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • 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.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • 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.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor9

  • BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
  • Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
  • Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.

Appears in 3 games

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