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Pokedex

Emolga Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Emolga is an Electric/Flying type creature first seen in Generation 5. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Emolga #0587
Sky Squirrel Pokémon
Pokemon Profile
Pokédex Data
National No. #0587
Type electric flying
Species Sky Squirrel Pokémon
Height 0.4 m (1'36")
Weight 5.0 kg (11.0 lbs)
Abilities Static,Motor drive
Color White
Introduced in Generation 5
Egg Group ground
Shiny
Pokemon Profile

Base Stats

Hp 55 13%
Attack 75 18%
Defense 60 15%
Sp. Atk 75 18%
Sp. Def 60 15%
Speed 103 25%
Total 428
Evolution

Emolga does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Emolga learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
7 Tail Whip The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. Status Normal 0 100 30
1 Thunder Shock A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. Special Electric 40 100 30
46 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
4 Quick Attack The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Normal 40 100 30
19 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
34 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
13 Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. Physical Electric 65 100 20
38 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
16 Pursuit An attack move that inflicts double damage if used on a target that is switching out of battle. Physical Dark 40 100 20
10 Charge The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. Status Electric 0 0 20
22 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
50 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15
26 Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. Special Electric 0 100 10
30 Acrobatics The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. Physical Flying 55 100 15
42 Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Special Electric 70 100 20
15 Nuzzle The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. Physical Electric 20 100 20

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. Status Fairy 0 100 20
0 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. Physical Steel 100 75 15
0 Astonish The user attacks the target while shouting in a startling fashion. This may also make the target flinch. Physical Ghost 30 100 15
0 Tickle The user tickles the target into laughing, reducing its Attack and Defense stats. Status Normal 0 100 20
0 Covet The user endearingly approaches the target, then steals the target’s held item. Physical Normal 60 100 25
0 Roost The user lands and rests its body. It restores the user’s HP by up to half of its max HP. Status Flying 0 0 10
0 Air Slash The user attacks with a blade of air that slices even the sky. This may also make the target flinch. Special Flying 75 95 15
0 Ion Deluge The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. Status Electric 0 0 25
0 Speed Swap The user exchanges Speed stats with the target. Status Psychic 0 0 10

Emolga Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Cut The target is cut with a scythe or claw. This can also be used to cut down thin trees. Physical Normal 50 95 30
0 Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Special Grass 120 100 10
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Aerial Ace The user confounds the target with speed, then slashes. This attack never misses. Physical Flying 60 0 20
0 U Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Bug 70 100 20
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Eerie Impulse The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. Status Electric 0 100 15

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