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Tapu KOKO Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Tapu Koko is an Electric/Fairy type creature first seen in Generation 7. Tapu Koko, a special creature that protects the area where it lives. It's called the guardian deity of Melemele Island, one of the islands of the Alola region. Even though it's known as a guardian deity, it's a surprisingly fickle Pokémon,, and also, will not necessarily come to your aid if you need help. Despite that, Tapu Koko has a strong sense of curiosity. If it becomes interested in a person or in other Pokémon, it may come to play or battle with them. 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.

Tapu KOKO #0785
Land Spirit Pokémon
Pokemon Profile
Pokédex Data
National No. #0785
Type electric fairy
Species Land Spirit Pokémon
Height 1.8 m (5'108")
Weight 20.5 kg (45.2 lbs)
Abilities Electric surge,Telepathy
Color Yellow
Introduced in Generation 7
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 70 13%
Attack 115 21%
Defense 85 15%
Sp. Atk 95 17%
Sp. Def 75 14%
Speed 130 23%
Total 570
Evolution

Tapu KOKO does not evolve.

Moves Learned by Level Up

Tapu KOKO learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
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
53 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
1 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
20 Screech An earsplitting screech harshly lowers the target’s Defense stat. Status Normal 0 85 40
1 Withdraw The user withdraws its body into its hard shell, raising its Defense stat. Status Water 0 0 40
38 Mirror Move The user counters the target by mimicking the target’s last move. Status Flying 0 0 20
1 False Swipe A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. Physical Normal 40 100 40
8 Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. Physical Electric 65 100 20
1 Mean Look The user pins the target with a dark, arresting look. The target becomes unable to flee. Status Normal 0 0 5
26 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
14 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
1 Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. Status Psychic 0 0 10
1 Brave Bird The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. Physical Flying 120 100 15
48 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15
58 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
32 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
10 Fairy Wind The user stirs up a fairy wind and strikes the target with it. Special Fairy 40 100 30
1 Electric Terrain The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. Status Electric 0 0 10
43 Natures Madness The user hits the target with the force of nature. It halves the target’s HP. Special Fairy 0 90 10

Tapu KOKO Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Fly The user soars and then strikes its target on the next turn. This can also be used to fly to any familiar town. Physical Flying 90 95 15
0 Roar The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. Status Normal 0 0 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
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 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 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 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
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 Steel Wing The target is hit with wings of steel. This may also raise the user’s Defense stat. Physical Steel 70 90 25
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
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 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
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 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Nature Power An attack that makes use of nature’s power. Its effects vary depending on the user’s environment. Status Normal 0 0 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 Aerial Ace The user confounds the target with speed, then slashes. This attack never misses. Physical Flying 60 0 20
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
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 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 Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. Physical Dark 60 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
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 Echoed Voice The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. Special Normal 40 100 15
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Sky Drop The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky. Physical Flying 60 100 10
0 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
0 Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Special Electric 70 100 20
0 Work Up The user is roused, and its Attack and Sp. Atk stats increase. Status Normal 0 0 30
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
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10

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