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Togedemaru Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Togedemaru is an Electric/Steel type creature first seen in Generation 7. Togedemaru gathers electricity, and also, stores it. The long needle that grows from the back of its head works as a lightning rod to attract electricity. Covering its body, a pattern of fur with strands like needles. On days when lightning strikes, you can sometimes see Togedemaru gather, and also, bristle up their needles, waiting to be struck by lightning. 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.

Togedemaru #0777
Roly-Poly Pokémon
Pokemon Profile
Pokédex Data
National No. #0777
Type electric steel
Species Roly-Poly Pokémon
Height 0.3 m (1'0")
Weight 3.3 kg (7.3 lbs)
Abilities Iron barbs,Lightning rod,Sturdy
Color Gray
Introduced in Generation 7
Egg Group ground, fairy
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 65 15%
Attack 98 23%
Defense 63 15%
Sp. Atk 40 10%
Sp. Def 73 17%
Speed 96 23%
Total 435
Evolution

Togedemaru does not evolve.

Type Effectiveness

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

Moves Learned by Level Up

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

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
45 Pin Missile Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. Physical Bug 25 95 20
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
5 Defense Curl The user curls up to conceal weak spots and raise its Defense stat. Status Normal 0 0 40
9 Rollout The user continually rolls into the target over five turns. It becomes more powerful each time it hits. Physical Rock 30 90 20
17 Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. Physical Electric 65 100 20
13 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
25 Magnet Rise The user levitates using electrically generated magnetism for five turns. Status Electric 0 0 10
29 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15
41 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
53 Fell Stinger When the user knocks out a target with this move, the user’s Attack stat rises sharply. Physical Bug 50 100 25
49 Spiky Shield In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact. Status Grass 0 0 10
37 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
21 Nuzzle The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. Physical Electric 20 100 20
33 Zing Zap A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. Physical Electric 80 100 10

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Twineedle The user damages the target twice in succession by jabbing it with two spikes. This may also poison the target. Physical Bug 25 100 20
0 Flail The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. Physical Normal 0 100 15
0 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
0 Present The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. Physical Normal 0 90 15
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Fake Out An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. Physical Normal 40 100 10
0 Wish One turn after this move is used, the target’s HP is restored by half the user’s max HP. Status Normal 0 0 10
0 Tickle The user tickles the target into laughing, reducing its Attack and Defense stats. Status Normal 0 100 20
0 Disarming Voice Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. Special Fairy 40 0 15

Togedemaru Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
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 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
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 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 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 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 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 Gyro Ball The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power. Physical Steel 0 100 5
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 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
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 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 Poison Jab The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. Physical Poison 80 100 20
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 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 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
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 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

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