Raises this Pokémon's highest stat by one stage when it faints another Pokémon.
Work in progress ... Essentials | ||||||
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Species | Glowing Pokémon | National Pokédex | 796 | Introduced in | 7 | |
Shape | Footprint | Color | Black | |||
Height | 3.8 m | Weight | 100 kg |
Breeding & Training | ||||||
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Egg groups | Undiscovered | Hatch counter | 120 | Capture rate | 45 | |
Base EXP | 257 | Growth rate | 1.250.000 | Base happiness | 0 | |
Gender |
Baby | Base | Fase 1 | Fase 2 |
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Xurkitree |
Quick Sprite |
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Global Link Artwork |
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Flavor Text | |
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Nessuna descrizione Attualmente non è presente nessuna descrizione, probabilmente questo Pokémon non è ancora stato scoperto in Italia |
Modifica i campi per calcolare le statistiche del Pokémon | Livello Natura |
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Stat | Base | Rank | IV | EPs | Value | |
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Punti Salute | 77.1 | 370 | ||||
Attacco | 63 | 277 | ||||
Difesa | 54 | 241 | ||||
Attacco Speciale | 99.4 | 445 | ||||
Difesa Speciale | 53.7 | 241 | ||||
Velocità | 66 | 265 | ||||
Media | 85.6 | — | — | — |
Pokémon version Ultra Sun & Ultra Moon | ||||||||
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Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Tail Glow | — | — | 20 | Raises the user's Special Attack by three stages. | |||
— | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |||
— | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |||
— | Wrap | 15 | 90% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |||
7 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
13 | Shock Wave | 60 | — | 20 | Never misses. | |||
19 | Ingrain | — | — | 20 | Prevents the user from leaving battle. User regains 1/16 of its max HP every turn. | |||
23 | Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
29 | Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |||
31 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
37 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
43 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |||
47 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
53 | Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | |||
59 | Power Whip | 120 | 85% | 10 | Inflicts regular damage with no additional effect. | |||
67 | Ion Deluge | — | — | 25 | +1 | Changes all Normal moves to Electric moves for the rest of the turn. | ||
73 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Bind | 15 | 85% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |||
— | Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |||
— | Magic Coat | — | — | 15 | +4 | Reflects back the first effect move used on the user this turn. | ||
— | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
— | Shock Wave | 60 | — | 20 | Never misses. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
04 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
11 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
16 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
22 | Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |||
24 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
25 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
33 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
53 | Energy Ball | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
56 | Fling | * | 100% | 10 | Throws held item at the target; power depends on the item. | |||
57 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |||
59 | Brutal Swing | 60 | 100% | 20 | Inflicts regular damage with no additional effect. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
72 | Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |||
73 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
86 | Grass Knot | * | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
93 | Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |||
96 | Nature Power | — | — | 20 | Uses a move which depends upon the terrain. | |||
99 | Dazzling Gleam | 80 | 100% | 10 | Inflicts regular damage with no additional effect. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. | |||
Pokémon version Sun & Moon | ||||||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Tail Glow | — | — | 20 | Raises the user's Special Attack by three stages. | |||
— | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |||
— | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |||
— | Wrap | 15 | 90% | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||
— | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |||
7 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
13 | Shock Wave | 60 | — | 20 | Never misses. | |||
19 | Ingrain | — | — | 20 | Prevents the user from leaving battle. User regains 1/16 of its max HP every turn. | |||
23 | Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
29 | Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |||
31 | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
37 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
43 | Hypnosis | — | 60% | 20 | Puts the target to sleep. | |||
47 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
53 | Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | |||
59 | Power Whip | 120 | 85% | 10 | Inflicts regular damage with no additional effect. | |||
67 | Ion Deluge | — | — | 25 | +1 | Changes all Normal moves to Electric moves for the rest of the turn. | ||
73 | Zap Cannon | 120 | 50% | 5 | Has a 100% chance to paralyze the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
04 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
11 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
16 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
22 | Solar Beam | 120 | 100% | 10 | Requires a turn to charge before attacking. | |||
24 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
25 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
33 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
53 | Energy Ball | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
56 | Fling | * | 100% | 10 | Throws held item at the target; power depends on the item. | |||
57 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |||
59 | Brutal Swing | 60 | 100% | 20 | Inflicts regular damage with no additional effect. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
72 | Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |||
73 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
86 | Grass Knot | * | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
93 | Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |||
96 | Nature Power | — | — | 20 | Uses a move which depends upon the terrain. | |||
99 | Dazzling Gleam | 80 | 100% | 10 | Inflicts regular damage with no additional effect. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |