Xurkitree
Sun

One of the mysterious life-forms known as Ultra Beasts. Astonishing electric shocks emanate from its entire body, according to witnesses.

Moon

It appeared from the Ultra Wormhole. It raided a power plant, so people think it energizes itself with electricity.

Ultra Sun

Although it’s alien to this world and a danger here, it’s apparently a common organism in the world where it normally lives.

Ultra Moon

They’ve been dubbed Ultra Beasts. Some of them stand unmoving, like trees, with their arms and legs stuck into the ground.

Pokédex Data

Classification Glowing Pokémon
Height 3.8 m (12'06")
Weight 100.0 kg (220.5 lbs)
Abilities

Game Locations

  • Lush Jungle All Areas
  • Memorial Hill Area
  • Ultra Space Ultra Plant

Training

EV Yield +3 Sp. Atk
Catch Rate 45
Base Friendship 0
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Spark
65 100% 20 Has a 30% chance to paralyze the target.
1 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
1 Tail Glow
20 Raises the user's Special Attack by three stages.
7 Thunder Wave
90% 20 Paralyzes the target.
13 Shock Wave
60 20 Never misses.
19 Ingrain
20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
29 Eerie Impulse
100% 15 Lowers the target's Special Attack by two stages.
31 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
37 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
43 Hypnosis
60% 20 Puts the target to sleep.
47 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
53 Electric Terrain
10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
59 Power Whip
120 85% 10 Inflicts regular damage with no additional effect.
67 Ion Deluge
25 Changes all normal moves to electric moves for the rest of the turn.
73 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Spark
65 100% 20 Has a 30% chance to paralyze the target.
1 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
1 Tail Glow
20 Raises the user's Special Attack by three stages.
7 Thunder Wave
90% 20 Paralyzes the target.
13 Shock Wave
60 20 Never misses.
19 Ingrain
20 Prevents the user from leaving battle. User regains 1/16 of its max HP every turn.
23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
29 Eerie Impulse
100% 15 Lowers the target's Special Attack by two stages.
31 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
37 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
43 Hypnosis
60% 20 Puts the target to sleep.
47 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
53 Electric Terrain
10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
59 Power Whip
120 85% 10 Inflicts regular damage with no additional effect.
67 Ion Deluge
25 Changes all normal moves to electric moves for the rest of the turn.
73 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
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.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
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.
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.
TM96 Nature Power
20 Uses a move which depends upon the terrain.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Electroweb
55 95% 15 Lowers the target's Speed by one stage.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Magnet Rise
10 User is immune to Ground moves and effects for five turns.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 83
Attack 89
Defense 71
Sp. Atk 173
Sp. Def 71
Speed 83
Total 570

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x