#777 Togedemaru

Togedemaru

Electric Steel

Damage Taken » rapporto tra tipo di Pokémon e tipi di mosse

Abilities » il Pokémon può normalmente possedere una delle seguenti abilità

Iron Barbs

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.

Lightning Rod

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.

Abilities nascosta » ottenibile in diversi modi

Sturdy

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
Species Roly-Poly Pokémon National Pokédex 777 Introduced in 7
Shape Footprint Togedemaru Color Gray
Height 0.3 m Weight 3.3 kg

Breeding & Training
Egg groups Field; Fairy Hatch counter 10 Capture rate 180
Base EXP 152 Growth rate 1.000.000 Base happiness 70
Gender
50%
50%

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Togedemaru: linea evolutiva

Baby Base Fase 1 Fase 2
Togedemaru

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Togedemaru: dove catturarlo

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Togedemaru: comments


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Togedemaru: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
Nessuna descrizione
Attualmente non è presente nessuna descrizione, probabilmente questo Pokémon non è ancora stato scoperto in Italia

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Togedemaru: forme

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Togedemaru: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
65
47.9 334
Attacco
98 (2)
71.9 295
Difesa
63
39.9 225
Attacco Speciale
40
14.5 179
Difesa Speciale
73
54.7 245
Velocità
96
80.8 291
Media
72
45.9

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Togedemaru: Pokémon compatibili

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Togedemaru: Moves

Pokémon version Ultra Sun & Ultra Moon
NameTypeClassPowerAccPPPriEffect
Level up: Learned when a Pokémon reaches a certain level.
Tackle40100%35

Inflicts regular damage with no additional effect.

Thunder Shock40100%30

Has a 10% chance to paralyze the target.

5Defense Curl40

Raises user's Defense by one stage.

9Rollout3090%20

Power doubles every turn this move is used in succession after the first, resetting after five turns.

13Charge20

Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

17Spark65100%20

Has a 30% chance to paralyze the target.

21Nuzzle20100%20

Has a 100% chance to paralyze the target.

25Magnet Rise10

User is immune to Ground moves and effects for five turns.

29Discharge80100%15

Has a 30% chance to paralyze the target.

33Zing Zap80100%10

Has a 30% chance to make the target flinch.

37Electric Terrain10

For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.

41Wild Charge90100%15

User receives 1/4 the damage it inflicts in recoil.

45Pin Missile2595%20

Hits 2-5 times in one turn.

49Spiky Shield10+4

Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.

53Fell Stinger50100%25

Raises the user's Attack by two stages if it KOs the target.

NameTypeClassPowerAccPPPriEffect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Disarming Voice4015

Never misses.

Encore100%5

Forces the target to repeat its last used move every turn for 2 to 6 turns.

Fake Out40100%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.

Tickle100%20

Lowers the target's Attack and Defense by one stage.

Twineedle25100%20

Hits twice in the same turn. Has a 20% chance to poison the target.

Wish10

User will recover half its max HP at the end of the next turn.

NameTypeClassPowerAccPPPriEffect
Tutor: Can be taught at any time by an NPC.
After You15

Makes the target act next this turn.

Bounce8585%5

User bounces high into the air, dodging all attacks, and hits next turn.

Covet60100%25

Takes the target's item.

Electroweb5595%15

Lowers the target's Speed by one stage.

Endeavor*100%5

Lowers the target's HP to equal the user's.

Gravity5

Disables moves and immunities that involve flying or levitating for five turns.

Helping Hand20+5

Ally's next move inflicts half more damage.

Iron Head80100%15

Has a 30% chance to make the target flinch.

Iron Tail10075%15

Has a 30% chance to lower the target's Defense by one stage.

Last Resort140100%5

Can only be used after all of the user's other moves have been used.

Magnet Rise10

User is immune to Ground moves and effects for five turns.

Role Play10

Copies the target's ability.

Shock Wave6020

Never misses.

Snore50100%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 Headbutt8090%15

Has a 20% chance to make the target flinch.

NameTypeClassPowerAccPPPriEffect
Machine: Can be taught at any time by using a TM or HM.
01Work Up30

Raises the user's Attack and Special Attack by one stage each.

06Toxic90%10

Badly poisons the target, inflicting more damage every turn.

10Hidden Power60100%15

Power and type depend upon user's IVs. Power can range from 30 to 70.

17Protect10+4

Prevents any moves from hitting the user this turn.

21Frustration*100%20

Power increases as happiness decreases, up to a maximum of 102.

24Thunderbolt90100%15

Has a 10% chance to paralyze the target.

25Thunder11070%10

Has a 30% chance to paralyze the target.

27Return*100%20

Power increases with happiness, up to a maximum of 102.

32Double Team15

Raises the user's evasion by one stage.

33Reflect20

Reduces damage from physical attacks by half.

42Facade70100%20

Power doubles if user is burned, paralyzed, or poisoned.

44Rest10

User sleeps for two turns, completely healing itself.

45Attract100%15

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

46Thief60100%25

Takes the target's item.

48Round60100%15

Has double power if it's used more than once per turn.

56Fling*100%10

Throws held item at the target; power depends on the item.

57Charge Beam5090%10

Has a 70% chance to raise the user's Special Attack by one stage.

66Payback50100%10

Power is doubled if the target has already moved this turn.

68Giga Impact15090%5

User foregoes its next turn to recharge.

72Volt Switch70100%20

User must switch out after attacking.

73Thunder Wave90%20

Paralyzes the target.

74Gyro Ball*100%5

Power raises when the user has lower Speed, up to a maximum of 150.

84Poison Jab80100%20

Has a 30% chance to poison the target.

86Grass Knot*100%20

Inflicts more damage to heavier targets, with a maximum of 120 power.

87Swagger85%15

Raises the target's Attack by two stages and confuses the target.

88Sleep Talk10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

89U-turn70100%20

User must switch out after attacking.

90Substitute10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

93Wild Charge90100%15

User receives 1/4 the damage it inflicts in recoil.

100Confide20

Lowers the target's Special Attack by one stage.

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