Togedemaru
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!

Pokédex Data

Classification Roly-Poly Pokémon
Height 0.3 m (0'12")
Weight 3.3 kg (7.3 lbs)
Abilities

Held Items

Game Locations

  • Blush Mountain Area
  • Heahea Beach Area

Training

EV Yield +2 attack
Catch Rate 180
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground, Fairy

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 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
5 Defense Curl
40 Raises user's Defense by one stage.
9 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
13 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
17 Spark
65 100% 20 Has a 30% chance to paralyze the target.
21 Nuzzle
20 100% 20 Has a 100% chance to paralyze the target.
25 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
29 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
33 Zing Zap
80 100% 10 Has a 30% chance to make the target flinch.
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.
41 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
45 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
49 Spiky Shield
10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
53 Fell Stinger
50 100% 25 Raises the user's Attack by two stages if it KOs 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 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
5 Defense Curl
40 Raises user's Defense by one stage.
9 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
13 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
17 Spark
65 100% 20 Has a 30% chance to paralyze the target.
21 Nuzzle
20 100% 20 Has a 100% chance to paralyze the target.
25 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
29 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
33 Zing Zap
80 100% 10 Has a 30% chance to make the target flinch.
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.
41 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
45 Pin Missile
25 95% 20 Hits 2-5 times in one turn.
49 Spiky Shield
10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
53 Fell Stinger
50 100% 25 Raises the user's Attack by two stages if it KOs the target.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
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.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
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.
TM33 Reflect
20 Reduces damage from physical attacks by half.
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.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
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.
TM74 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison 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
After You
15 Makes the target act next this turn.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Covet
60 100% 25 Takes the target's item.
Electroweb
55 95% 15 Lowers the target's Speed by one stage.
Endeavor
100% 5 Lowers the target's HP to equal the user's.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Helping Hand
20 Ally's next move inflicts half more damage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
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.
Role Play
10 Copies the target's ability.
Shock Wave
60 20 Never misses.
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.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Disarming Voice
40 15 Never misses.
Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Fake Out
40 100% 10 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.
Tickle
100% 20 Lowers the target's Attack and Defense by one stage.
Twineedle
25 100% 20 Hits twice in the same turn. Has a 20% chance to poison the target.
Wish
10 User will recover half its max HP at the end of the next turn.

Base Stats

Hp 65
Attack 98
Defense 63
Sp. Atk 40
Sp. Def 73
Speed 96
Total 435

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
0.5x
2x
0x
4x
0.25x
0.5x
0.5x
0.5x
0.5x
0.25x
0.5x