Whenever a move makes contact with this Pokémon, the move's user takes 1/8 of its maximum HP in damage.
This ability functions identically to Rough Skin.
All other Pokémon's single-target Electric-type moves are redirected to this Pokémon if it is an eligible target. Other Pokémon's Electric moves raise this Pokémon's Special Attack one stage, negating any other effect on it, and cannot miss it.
If the move's intended target also has this ability, the move is not redirected. When multiple Pokémon with this ability are possible targets for redirection, the move is redirected to the one with the highest Speed stat, or, in the case of a tie, to a random tied Pokémon. Follow Me takes precedence over this ability.
If the Pokémon is a Ground-type and thus immune to Electric moves, its immunity prevents the Special Attack boost.
When this Pokémon is at full HP, any hit that would knock it out will instead leave it with 1 HP. Regardless of its current HP, it is also immune to the one-hit KO moves: Fissure, Guillotine, Horn Drill, and Sheer Cold.
If this Pokémon is holding a Focus Sash, this ability takes precedence and the item will not be consumed.
Work in progress ... Essentials | ||||||
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Species | Roly-Poly Pokémon | National Pokédex | 777 | Introduced in | 7 | |
Shape | Footprint | Color | Gray | |||
Height | 0.3 m | Weight | 3.3 kg |
Breeding & Training | ||||||
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Egg groups | Field; Fairy | Hatch counter | 10 | Capture rate | 180 | |
Base EXP | 152 | Growth rate | 1.000.000 | Base happiness | 70 | |
Gender |
Baby | Base | Fase 1 | Fase 2 |
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Togedemaru |
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 | 47.9 | 334 | ||||
Attacco | 71.9 | 295 | ||||
Difesa | 39.9 | 225 | ||||
Attacco Speciale | 14.5 | 179 | ||||
Difesa Speciale | 54.7 | 245 | ||||
Velocità | 80.8 | 291 | ||||
Media | 45.9 | — | — | — |
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. | ||||||||
— | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |||
— | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |||
5 | Defense Curl | — | — | 40 | Raises user's Defense by one stage. | |||
9 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |||
13 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |||
17 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |||
21 | Nuzzle | 20 | 100% | 20 | Has a 100% chance to paralyze the target. | |||
25 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
29 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
33 | Zing Zap | 80 | 100% | 10 | Has a 30% chance to make the target flinch. | |||
37 | Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | |||
41 | Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |||
45 | Pin Missile | 25 | 95% | 20 | Hits 2-5 times in one turn. | |||
49 | Spiky Shield | — | — | 10 | +4 | Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP. | ||
53 | Fell Stinger | 50 | 100% | 25 | Raises the user's Attack by two stages if it KOs the target. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Disarming Voice | 40 | — | 15 | Never misses. | ||||
Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | ||||
Fake Out | 40 | 100% | 10 | +3 | Can only be used as the first move after the user enters battle. Causes the target to flinch. | |||
Flail | * | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | ||||
Present | * | 90% | 15 | Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP. | ||||
Reversal | * | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | ||||
Tickle | — | 100% | 20 | Lowers the target's Attack and Defense by one stage. | ||||
Twineedle | 25 | 100% | 20 | Hits twice in the same turn. Has a 20% chance to poison the target. | ||||
Wish | — | — | 10 | User will recover half its max HP at the end of the next turn. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | After You | — | — | 15 | Makes the target act next this turn. | |||
— | Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |||
— | Covet | 60 | 100% | 25 | Takes the target's item. | |||
— | Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |||
— | Endeavor | * | 100% | 5 | Lowers the target's HP to equal the user's. | |||
— | Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |||
— | Helping Hand | — | — | 20 | +5 | Ally's next move inflicts half more damage. | ||
— | Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |||
— | Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target's Defense by one stage. | |||
— | Last Resort | 140 | 100% | 5 | Can only be used after all of the user's other moves have been used. | |||
— | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
— | Role Play | — | — | 10 | Copies the target's ability. | |||
— | Shock Wave | 60 | — | 20 | Never misses. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Super Fang | * | 90% | 10 | Inflicts damage equal to half the target's HP. | |||
— | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
01 | Work Up | — | — | 30 | Raises the user's Attack and Special Attack by one stage each. | |||
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. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
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. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
46 | Thief | 60 | 100% | 25 | Takes the target's item. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
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. | |||
66 | Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |||
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. | |||
74 | Gyro Ball | * | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |||
84 | Poison Jab | 80 | 100% | 20 | Has a 30% chance to poison 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. | |||
89 | U-turn | 70 | 100% | 20 | User must switch out after attacking. | |||
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. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
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