Togedemaru
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 Data

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

Held Items

None in this generation.

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

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)

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