Essentials
Abilities
- Iron Barbs
Damages attacking Pokémon for 1/8 their max HP on contact.
- Lightning Rod
Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.
Hidden Ability
- Sturdy
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 777
- Original Alola
- 225
- Updated Alola
- 292
- Galar
- 348
Names
- Japanese
- トゲデマル (togedemaru)
- トゲデマル
- Korean
- 토게데마루
- Chinese
- 托戈德瑪爾
- 托戈德玛尔
- French
- Togedemaru
- German
- Togedemaru
- Spanish
- Togedemaru
- Italian
- Togedemaru
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
---|---|---|---|
Togedemaru |
Togedemaru Forms
Stats
Pctile | Min IVs | Max IVs | ||
---|---|---|---|---|
HP | 47.2 | 303 | 334 | |
Attack | 71.7 | 264 | 295 | |
Defense | 40.2 | 194 | 225 | |
Special Attack | 14.4 | 148 | 179 | |
Special Defense | 54.9 | 214 | 245 | |
Speed | 80.4 | 260 | 291 | |
Total | 44.9 |
Flavor
Flavor Text
-
The spiny fur on its back is normally at rest. When this Pokémon becomes agitated, its fur stands on end and stabs into its attackers.
The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.
When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!
-
With the long hairs on its back, this Pokémon takes in electricity from other electric Pokémon. It stores what it absorbs in an electric sac.
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
Sprites
Height
0'11.8"
0.3 m
Weight
7.3 lb
3.3 kg
Locations
Moves
Electric and Steel moves get STAB, and have their type highlighted in green.
Physical moves better suit Togedemaru's higher Attack, and have their class highlighted in green.
|
Move | Type | Class | PP | Power | Acc | Pri | Effect | |
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Level up: Learned when a Pokémon reaches a certain level. | |||||||||
— | Nuzzle | 20 | 20 | 100% | Has a 100% chance to paralyze the target. |
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— | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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5 | 5 | Defense Curl | 40 | — | — | Raises user's Defense by one stage. |
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9 | Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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13 | 10 | Charge | 20 | — | — | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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17 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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21 | Nuzzle | 20 | 20 | 100% | Has a 100% chance to paralyze the target. |
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25 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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29 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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33 | Zing Zap | 10 | 80 | 100% | Has a 30% chance to make the target flinch. |
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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. |
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41 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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15 | Thunder Shock | 30 | 40 | 100% | Has a 10% chance to paralyze the target. |
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20 | Fell Stinger | 25 | 50 | 100% | Raises the user's Attack by two stages if it KOs the target. |
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25 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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45 | 30 | Pin Missile | 20 | 25 | 95% | Hits 2-5 times in one turn. |
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49 | Spiky Shield | 10 | — | — | 4 | Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP. |
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53 | Fell Stinger | 25 | 50 | 100% | Raises the user's Attack by two stages if it KOs the target. |
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35 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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40 | Zing Zap | 10 | 80 | 100% | Has a 30% chance to make the target flinch. |
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45 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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50 | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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55 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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60 | Spiky Shield | 10 | — | — | 4 | Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | |||||||||
Disarming Voice | 15 | 40 | — | Never misses. |
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Encore | 5 | — | 100% | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
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Fake Out | 10 | 40 | 100% | 3 | Can only be used as the first move after the user enters battle. Causes the target to flinch. |
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Flail | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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Present | 15 | * | 90% | Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP. |
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Reversal | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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Tickle | 20 | — | 100% | Lowers the target's Attack and Defense by one stage. |
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Twineedle | 20 | 25 | 100% | Hits twice in the same turn. Has a 20% chance to poison the target. |
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Wish | 10 | — | — | User will recover half its max HP at the end of the next turn. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | |||||||||
After You | 15 | — | — | Makes the target act next this turn. |
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Bounce | 5 | 85 | 85% | User bounces high into the air, dodging all attacks, and hits next turn. |
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Covet | 25 | 60 | 100% | Takes the target's item. |
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Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
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Endeavor | 5 | * | 100% | Lowers the target's HP to equal the user's. |
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Gravity | 5 | — | — | Disables moves and immunities that involve flying or levitating for five turns. |
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Helping Hand | 20 | — | — | 5 | Ally's next move inflicts half more damage. |
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Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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Iron Tail | 15 | 100 | 75% | Has a 30% chance to lower the target's Defense by one stage. |
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Last Resort | 5 | 140 | 100% | Can only be used after all of the user's other moves have been used. |
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Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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Rising Voltage | 20 | 70 | 100% | Inflicts regular damage with no additional effect. |
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Role Play | 10 | — | — | Copies the target's ability. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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Steel Beam | 5 | 140 | 95% | XXX new effect for mind-blown |
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Steel Roller | 5 | 130 | 100% | Inflicts regular damage with no additional effect. |
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Super Fang | 10 | * | 90% | Inflicts damage equal to half the target's HP. |
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Zen Headbutt | 15 | 80 | 90% | Has a 20% chance to make the target flinch. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | |||||||||
07 | Pin Missile | 20 | 25 | 95% | Hits 2-5 times in one turn. |
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08 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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09 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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14 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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18 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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21 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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23 | Thief | 25 | 60 | 100% | Takes the target's item. |
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24 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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01 | Work Up | 30 | — | — | Raises the user's Attack and Special Attack by one stage each. |
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06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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17 | 25 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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31 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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39 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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40 | Swift | 20 | 60 | — | Never misses. |
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41 | Helping Hand | 20 | — | — | 5 | Ally's next move inflicts half more damage. |
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52 | Bounce | 5 | 85 | 85% | User bounces high into the air, dodging all attacks, and hits next turn. |
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56 | U-turn | 20 | 70 | 100% | User must switch out after attacking. |
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57 | Payback | 10 | 50 | 100% | Power is doubled if the target has already moved this turn. |
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58 | Assurance | 10 | 60 | 100% | Power is doubled if the target has already received damage this turn. |
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21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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45 | Attract | 15 | — | 100% | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
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46 | Thief | 25 | 60 | 100% | Takes the target's item. |
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48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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56 | 59 | Fling | 10 | * | 100% | Throws held item at the target; power depends on the item. |
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76 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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66 | Payback | 10 | 50 | 100% | Power is doubled if the target has already moved this turn. |
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68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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72 | 80 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
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82 | Electroweb | 15 | 55 | 95% | Lowers the target's Speed by one stage. |
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90 | Electric Terrain | 10 | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
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93 | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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R08 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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R09 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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R12 | Agility | 30 | — | — | Raises the user's Speed by two stages. |
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73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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74 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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84 | Poison Jab | 20 | 80 | 100% | Has a 30% chance to poison the target. |
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86 | Grass Knot | 20 | * | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
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87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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89 | U-turn | 20 | 70 | 100% | User must switch out after attacking. |
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90 | R20 | 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. |
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R21 | Reversal | 15 | * | 100% | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
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R26 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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R27 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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R30 | Encore | 5 | — | 100% | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
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R31 | Iron Tail | 15 | 100 | 75% | Has a 30% chance to lower the target's Defense by one stage. |
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R52 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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R57 | Poison Jab | 20 | 80 | 100% | Has a 30% chance to poison the target. |
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R69 | Zen Headbutt | 15 | 80 | 90% | Has a 20% chance to make the target flinch. |
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R74 | Iron Head | 15 | 80 | 100% | Has a 30% chance to make the target flinch. |
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R77 | Grass Knot | 20 | * | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
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R80 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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R85 | Work Up | 30 | — | — | Raises the user's Attack and Special Attack by one stage each. |
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93 | R86 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |