
Ultra Sun
It sneaks into people’s homes and steals electricity from their outlets. When your electric bill seems off, it’s the handiwork of this rascal.
Ultra Moon
Its upper whiskers are sensors that survey its surroundings. Its lower whiskers are organs that shoot electricity.
Pokédex Data
Classification
Antenna Pokémon
Height
0.2 m (0'08")
Weight
2.2 kg (4.9 lbs)
Abilities
- Cheek Pouch
- Pickup
- Plus (Hidden)
Game Locations
- Blush Mountain Area
Learned Moves
Level Up Moves
Sun/Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
7 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
11 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
14 | Charm | — | 100% | 20 | Lowers the target's Attack by two stages. | |
17 | Parabolic Charge | 65 | 100% | 20 | Heals the user for half the total damage dealt to all targets. | |
20 | Nuzzle | 20 | 100% | 20 | Has a 100% chance to paralyze the target. | |
23 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
26 | Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
30 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
31 | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
34 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
39 | Entrainment | — | 100% | 15 | Copies the user's ability onto the target. | |
42 | Play Rough | 90 | 90% | 10 | Has a 10% chance to lower the target's Attack by one stage. | |
45 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
50 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. |
Ultra Sun/Ultra Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
7 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
11 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
14 | Charm | — | 100% | 20 | Lowers the target's Attack by two stages. | |
17 | Parabolic Charge | 65 | 100% | 20 | Heals the user for half the total damage dealt to all targets. | |
20 | Nuzzle | 20 | 100% | 20 | Has a 100% chance to paralyze the target. | |
23 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
26 | Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
30 | Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
31 | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
34 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
39 | Entrainment | — | 100% | 15 | Copies the user's ability onto the target. | |
42 | Play Rough | 90 | 90% | 10 | Has a 10% chance to lower the target's Attack by one stage. | |
45 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
50 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | 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. | |
TM11 Sunny Day | — | — | 5 | Changes the weather to sunny 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. | |
TM46 Thief | 60 | 100% | 25 | Takes the target's item. | |
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. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM72 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM86 Grass Knot | — | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |
TM87 Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |
TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
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. | |
TM100 Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Tutor Moves
Ultra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Ally Switch | — | — | 15 | User switches places with the friendly Pokémon opposite it. | |
Covet | 60 | 100% | 25 | Takes the target's item. | |
Electroweb | 55 | 95% | 15 | Lowers the target's Speed by one stage. | |
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. | |
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. | |
Recycle | — | — | 10 | User recovers the item it last used up. | |
Shock Wave | 60 | — | 20 | Never misses. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
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. | |
Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. |
Egg Moves
Sun/Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Covet | 60 | 100% | 25 | Takes the target's item. | |
Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |
Helping Hand | — | — | 20 | Ally's next move inflicts half more damage. | |
Natural Gift | — | 100% | 15 | Power and type depend on the held berry. |
Ultra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Covet | 60 | 100% | 25 | Takes the target's item. | |
Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |
Helping Hand | — | — | 20 | Ally's next move inflicts half more damage. | |
Natural Gift | — | 100% | 15 | Power and type depend on the held berry. | |
Tearful Look | — | — | 20 | Lowers the target's Attack and Special Attack by one stage. |
Base Stats
Hp
67
Attack
58
Defense
57
Sp. Atk
81
Sp. Def
67
Speed
101
Total
431
Type Defenses
(vs. Gen 6+ rules)