Sword
With the long hairs on its back, this Pokémon takes in electricity from other electric Pokémon. It stores what it absorbs in an electric sac.
Pokédex & Training 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)
EV Yield
+2 attack
Catch Rate
180
Base Friendship
70
Growth Rate
medium
Gender Ratio
♂
♀
Pokédex Numbers
Alola (S/M)
#225
Alola (US/UM)
#292
Galar (Sw/Sh)
#348
National
#777
Held Items
None in this generation.
Learned Moves
Level Up Moves
Sword/Shield
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Nuzzle | 20 | 100% | 20 | Has a 100% chance to paralyze the target. | |
| 5 | Defense Curl | — | — | 40 | Raises user’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. | |
| 15 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
| 20 | Fell Stinger | 50 | 100% | 25 | Raises the user’s Attack by two stages if it KOs the target. | |
| 25 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
| 30 | Pin Missile | 25 | 95% | 20 | Hits 2-5 times in one turn. | |
| 35 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 40 | Zing Zap | 80 | 100% | 10 | Has a 30% chance to make the target flinch. | |
| 45 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 50 | Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. | |
| 55 | Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |
| 60 | Spiky Shield | — | — | 10 | Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP. |
TM/HM Moves
Sword/Shield
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM07 Pin Missile | 25 | 95% | 20 | Hits 2-5 times in one turn. | |
| TM08 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
| TM09 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
| TM14 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| TM18 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
| TM21 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM23 Thief | 60 | 100% | 25 | Takes the target’s item. | |
| TM24 Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
| TM25 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
| TM31 Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |
| TM39 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
| TM40 Swift | 60 | — | 20 | Never misses. | |
| TM41 Helping Hand | — | — | 20 | Ally’s next move inflicts half more damage. | |
| TM52 Bounce | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. | |
| TM56 U Turn | 70 | 100% | 20 | User must switch out after attacking. | |
| TM57 Payback | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. | |
| TM58 Assurance | 60 | 100% | 10 | Power is doubled if the target has already received damage this turn. | |
| TM59 Fling | — | 100% | 10 | Throws held item at the target; power depends on the item. | |
| TM76 Round | 60 | 100% | 15 | Has double power if it’s used more than once per turn. | |
| TM80 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
| TM82 Electroweb | 55 | 95% | 15 | Lowers the target’s Speed by one stage. | |
| TM90 Electric Terrain | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. | |
| TM93 Eerie Impulse | — | 100% | 15 | Lowers the target’s Special Attack by two stages. | |
| TR08 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| TR09 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
| TR12 Agility | — | — | 30 | Raises the user’s Speed by two stages. | |
| TR20 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. | |
| TR21 Reversal | — | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | |
| TR26 Endure | — | — | 10 | Prevents the user’s HP from lowering below 1 this turn. | |
| TR27 Sleep Talk | — | — | 10 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | |
| TR30 Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | |
| TR31 Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target’s Defense by one stage. | |
| TR52 Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| TR57 Poison Jab | 80 | 100% | 20 | Has a 30% chance to poison the target. | |
| TR69 Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |
| TR74 Iron Head | 80 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| TR77 Grass Knot | — | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |
| TR80 Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
| TR85 Work Up | — | — | 30 | Raises the user’s Attack and Special Attack by one stage each. | |
| TR86 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. |
Tutor Moves
Sword/Shield
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Rising Voltage | 70 | 100% | 20 | Inflicts regular damage with no additional effect. | |
| Steel Beam | 140 | 95% | 5 | Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | |
| Steel Roller | 130 | 100% | 5 | Inflicts regular damage with no additional effect. |
Egg Moves
Sword/Shield
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Disarming Voice | 40 | — | 15 | Never misses. | |
| 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. | |
| Tickle | — | 100% | 20 | Lowers the target’s Attack and Defense by one stage. | |
| 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)