
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
- Iron Barbs
- Lightning Rod
- Sturdy (Hidden)
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)