
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
- Iron Barbs
- Lightning Rod
- Sturdy (Hidden)
Held Items
Game Locations
- Blush Mountain Area
- Heahea Beach 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 | 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)