Essentials

Togedemaru

Roly-Poly Pokémon

Togedemaru

Electric Steel

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

  • Bug ½
  • Dark 1
  • Dragon ½
  • Electric ½
  • Fairy ½
  • Fighting 2
  • Fire 2
  • Flying ¼
  • Ghost 1
  • Grass ½
  • Ground 4
  • Ice ½
  • Normal ½
  • Poison 0
  • Psychic ½
  • Rock ½
  • Steel ¼
  • Water 1

Pokédex Numbers

Introduced in
Generation 7
National
777
Original Alola
225 Sun, Moon
Updated Alola
292 Ultra Sun, Ultra Moon
Galar
348 Sword, Shield

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

Gender
½ male, ½ female Search:
Egg groups
  • Field
  • Fairy
Search:
Hatch counter
10 Search:
Steps to hatch
2805 / 1530

Compatibility

Training

Base EXP
152 Search:
Effort points
  • 2 Attack
Capture rate
180 Search:
Base happiness
50 Search:
Growth rate
medium Search:

Wild held items

Sun, Moon, Ultra Sun, Ultra Moon 5% Electric Seed Electric Seed
Let’s Go, Pikachu!, Let’s Go, Eevee! nothing
Generation 8 nothing

Evolution

Baby Basic Stage 1 Stage 2
Togedemaru

Togedemaru Forms

  • Togedemaru
  • Totem Togedemaru

Stats

Pctile Min IVs Max IVs
HP
65
47.2 303 334
Attack
98
71.7 264 295
Defense
63
40.2 194 225
Special Attack
40
14.4 148 179
Special Defense
73
54.9 214 245
Speed
96
80.4 260 291
Total
435
44.9

Flavor

Flavor Text

Generation 7
Sun

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.

Moon

The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.

Ultra Sun

When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.

Ultra Moon

Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!

Generation 8
Sword

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.

Shield

When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.

Sprites

Togedemaru Togedemaru

Miscellany

Species
Roly-Poly Pokémon Search:
Color
Gray Search:
Cry
???
Shape
Sciurine Search:

Height

Trainer dude

Togedemaru
3

0'11.8"
0.3 m

Weight

Trainer dudette

Togedemaru
33

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.

Sun, Moon
Ultra Sun, Ultra Moon
Generation 8 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Nuzzle Electric physical 20 20 100%

Has a 100% chance to paralyze the target.

Tackle Normal physical 35 40 100%

Inflicts regular damage with no additional effect.

Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

5 5 Defense Curl Normal status 40

Raises user's Defense by one stage.

9 Rollout Rock physical 20 30 90%

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

13 10 Charge Electric status 20

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

17 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

21 Nuzzle Electric physical 20 20 100%

Has a 100% chance to paralyze the target.

25 Magnet Rise Electric status 10

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

29 Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

33 Zing Zap Electric physical 10 80 100%

Has a 30% chance to make the target flinch.

37 Electric Terrain Electric status 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 Electric physical 15 90 100%

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

15 Thunder Shock Electric special 30 40 100%

Has a 10% chance to paralyze the target.

20 Fell Stinger Bug physical 25 50 100%

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

25 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

45 30 Pin Missile Bug physical 20 25 95%

Hits 2-5 times in one turn.

49 Spiky Shield Grass status 10 4

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

53 Fell Stinger Bug physical 25 50 100%

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

35 Magnet Rise Electric status 10

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

40 Zing Zap Electric physical 10 80 100%

Has a 30% chance to make the target flinch.

45 Discharge Electric special 15 80 100%

Has a 30% chance to paralyze the target.

50 Electric Terrain Electric status 10

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

55 Wild Charge Electric physical 15 90 100%

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

60 Spiky Shield Grass status 10 4

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

Sun, Moon
Ultra Sun, Ultra Moon
Generation 8 Move Type Class PP Power Acc Pri Effect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
• • Disarming Voice Fairy special 15 40

Never misses.

• Encore Normal status 5 100%

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

• • Fake Out Normal physical 10 40 100% 3

Can only be used as the first move after the user enters battle. Causes the target to flinch.

• • Flail Normal physical 15 * 100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

• • Present Normal physical 15 * 90%

Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.

• Reversal Fighting physical 15 * 100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

• • Tickle Normal status 20 100%

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

• Twineedle Bug physical 20 25 100%

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

• • Wish Normal status 10

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

Sun, Moon
Ultra Sun, Ultra Moon
Generation 8 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Ultra Sun, Ultra Moon Sword, Shield After You Normal status 15

Makes the target act next this turn.

Ultra Sun, Ultra Moon Sword, Shield Bounce Flying physical 5 85 85%

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

Ultra Sun, Ultra Moon Sword, Shield Covet Normal physical 25 60 100%

Takes the target's item.

Ultra Sun, Ultra Moon Sword, Shield Electroweb Electric special 15 55 95%

Lowers the target's Speed by one stage.

Ultra Sun, Ultra Moon Sword, Shield Endeavor Normal physical 5 * 100%

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

Ultra Sun, Ultra Moon Sword, Shield Gravity Psychic status 5

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

Ultra Sun, Ultra Moon Sword, Shield Helping Hand Normal status 20 5

Ally's next move inflicts half more damage.

Ultra Sun, Ultra Moon Sword, Shield Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

Ultra Sun, Ultra Moon Sword, Shield Iron Tail Steel physical 15 100 75%

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

Ultra Sun, Ultra Moon Sword, Shield Last Resort Normal physical 5 140 100%

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

Ultra Sun, Ultra Moon Sword, Shield Magnet Rise Electric status 10

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

Ultra Sun, Ultra Moon Sword, Shield Rising Voltage Electric special 20 70 100%

Inflicts regular damage with no additional effect.

Ultra Sun, Ultra Moon Sword, Shield Role Play Psychic status 10

Copies the target's ability.

Ultra Sun, Ultra Moon Sword, Shield Shock Wave Electric special 20 60

Never misses.

Ultra Sun, Ultra Moon Sword, Shield Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Ultra Sun, Ultra Moon Sword, Shield Steel Beam Steel special 5 140 95%

XXX new effect for mind-blown

Ultra Sun, Ultra Moon Sword, Shield Steel Roller Steel physical 5 130 100%

Inflicts regular damage with no additional effect.

Ultra Sun, Ultra Moon Sword, Shield Super Fang Normal physical 10 * 90%

Inflicts damage equal to half the target's HP.

Ultra Sun, Ultra Moon Sword, Shield Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

Sun, Moon
Ultra Sun, Ultra Moon
Generation 8 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
07 Pin Missile Bug physical 20 25 95%

Hits 2-5 times in one turn.

08 Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

09 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

14 Thunder Wave Electric status 20 90%

Paralyzes the target.

18 Reflect Psychic status 20

Reduces damage from physical attacks by half.

21 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

23 Thief Dark physical 25 60 100%

Takes the target's item.

24 Snore Normal special 15 50 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

01 Work Up Normal status 30

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

06 Toxic Poison status 10 90%

Badly poisons the target, inflicting more damage every turn.

10 Hidden Power Normal special 15 60 100%

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

17 25 Protect Normal status 10 4

Prevents any moves from hitting the user this turn.

31 Attract Normal status 15 100%

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

39 Facade Normal physical 20 70 100%

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

40 Swift Normal special 20 60

Never misses.

41 Helping Hand Normal status 20 5

Ally's next move inflicts half more damage.

52 Bounce Flying physical 5 85 85%

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

56 U-turn Bug physical 20 70 100%

User must switch out after attacking.

57 Payback Dark physical 10 50 100%

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

58 Assurance Dark physical 10 60 100%

Power is doubled if the target has already received damage this turn.

21 Frustration Normal physical 20 * 100%

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

24 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

25 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

27 Return Normal physical 20 * 100%

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

32 Double Team Normal status 15

Raises the user's evasion by one stage.

33 Reflect Psychic status 20

Reduces damage from physical attacks by half.

42 Facade Normal physical 20 70 100%

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

44 Rest Psychic status 10

User sleeps for two turns, completely healing itself.

45 Attract Normal status 15 100%

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

46 Thief Dark physical 25 60 100%

Takes the target's item.

48 Round Normal special 15 60 100%

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

56 59 Fling Dark physical 10 * 100%

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

76 Round Normal special 15 60 100%

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

57 Charge Beam Electric special 10 50 90%

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

66 Payback Dark physical 10 50 100%

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

68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

72 80 Volt Switch Electric special 20 70 100%

User must switch out after attacking.

82 Electroweb Electric special 15 55 95%

Lowers the target's Speed by one stage.

90 Electric Terrain Electric status 10

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

93 Eerie Impulse Electric status 15 100%

Lowers the target's Special Attack by two stages.

R08 Thunderbolt Electric special 15 90 100%

Has a 10% chance to paralyze the target.

R09 Thunder Electric special 10 110 70%

Has a 30% chance to paralyze the target.

R12 Agility Psychic status 30

Raises the user's Speed by two stages.

73 Thunder Wave Electric status 20 90%

Paralyzes the target.

74 Gyro Ball Steel physical 5 * 100%

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

84 Poison Jab Poison physical 20 80 100%

Has a 30% chance to poison the target.

86 Grass Knot Grass special 20 * 100%

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

87 Swagger Normal status 15 85%

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

88 Sleep Talk Normal status 10

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

89 U-turn Bug physical 20 70 100%

User must switch out after attacking.

90 R20 Substitute Normal status 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.

R21 Reversal Fighting physical 15 * 100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

R26 Endure Normal status 10 4

Prevents the user's HP from lowering below 1 this turn.

R27 Sleep Talk Normal status 10

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

R30 Encore Normal status 5 100%

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

R31 Iron Tail Steel physical 15 100 75%

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

R52 Gyro Ball Steel physical 5 * 100%

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

R57 Poison Jab Poison physical 20 80 100%

Has a 30% chance to poison the target.

R69 Zen Headbutt Psychic physical 15 80 90%

Has a 20% chance to make the target flinch.

R74 Iron Head Steel physical 15 80 100%

Has a 30% chance to make the target flinch.

R77 Grass Knot Grass special 20 * 100%

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

R80 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

R85 Work Up Normal status 30

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

93 R86 Wild Charge Electric physical 15 90 100%

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

100 Confide Normal status 20

Lowers the target's Special Attack by one stage.

External Links