#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 Moon — Xurkitree doesn't appear in Let's Go Pikachu / Eevee.
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
- Sun / Moon
- Ultra Sun / Ultra Moon
- Sword / Shield