Emolga
Black

The energy made in its cheeks’ electric pouches is stored inside its membrane and released while it is gliding.

White

They live on treetops and glide using the inside of a cape-like membrane while discharging electricity.

Black 2/White 2

It glides on its outstretched membrane while shocking foes with the electricity stored in the pouches on its cheeks.

Pokédex Data

Classification Sky Squirrel Pokémon
Height 0.4 m (1'04")
Weight 5.0 kg (11.0 lbs)
Abilities

Held Items

Game Locations

  • Abundant Shrine Area
  • Dragonspiral Tower Entrance
  • Dragonspiral Tower Outside
  • Giant Chasm Outside
  • Lostlorn Forest Area
  • Unova Route 10 Area
  • Unova Route 10 Victory Road Gate
  • Unova Route 11 Area
  • Unova Route 12 Area
  • Unova Route 13 Area
  • Unova Route 14 Area
  • Unova Route 15 Area
  • Unova Route 16 Area
  • Unova Route 22 Area
  • Unova Route 23 Area
  • Unova Route 5 Area
  • Unova Route 6 Area
  • Unova Route 7 Area
  • Unova Route 9 Area
  • Village Bridge Area

Training

EV Yield +2 speed
Catch Rate 200
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
4 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
7 Tail Whip
100% 30 Lowers the target's Defense by one stage.
10 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
13 Spark
65 100% 20 Has a 30% chance to paralyze the target.
16 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
19 Double Team
15 Raises the user's evasion by one stage.
22 Shock Wave
60 20 Never misses.
26 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
30 Acrobatics
55 100% 15 Has double power if the user has no held item.
34 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
38 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
42 Volt Switch
70 100% 20 User must switch out after attacking.
46 Agility
30 Raises the user's Speed by two stages.
50 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
4 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
7 Tail Whip
100% 30 Lowers the target's Defense by one stage.
10 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
13 Spark
65 100% 20 Has a 30% chance to paralyze the target.
16 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
19 Double Team
15 Raises the user's evasion by one stage.
22 Shock Wave
60 20 Never misses.
26 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
30 Acrobatics
55 100% 15 Has double power if the user has no held item.
34 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
38 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
42 Volt Switch
70 100% 20 User must switch out after attacking.
46 Agility
30 Raises the user's Speed by two stages.
50 Discharge
80 100% 15 Has a 30% chance to paralyze the target.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM40 Aerial Ace
60 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Helping Hand
20 Ally's next move inflicts half more damage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Roost
5 Heals the user by half its max HP.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Tailwind
15 For three turns, friendly Pokémon have doubled Speed.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Air Slash
75 95% 15 Has a 30% chance to make the target flinch.
Astonish
30 100% 15 Has a 30% chance to make the target flinch.
Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
Charm
100% 20 Lowers the target's Attack by two stages.
Covet
60 100% 25 Takes the target's item.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Roost
5 Heals the user by half its max HP.
Shock Wave
60 20 Never misses.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.

Base Stats

Hp 55
Attack 75
Defense 60
Sp. Atk 75
Sp. Def 60
Speed 103
Total 428

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0x
0.5x
0.5x
2x
0.5x