togedemaru

Stats

HP:

65

Attack:

98

Defense:

63

Sp. attack:

40

Sp. defense:

73

Speed:

96

Name

Type

Damage class

Accuracy

Power

PP

Effect

after you normal status - - 15 Makes the target act next this turn.
agility psychic status - - 30 Raises the user's Speed by two stages.
assurance dark physical 100 60 10 Power is doubled if the target has already received damage this turn.
attract normal status 100 - 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
bounce flying physical 85 85 5 User bounces high into the air, dodging all attacks, and hits next turn.
charge electric status - - 20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
charge beam electric special 90 50 10 Has a 70% chance to raise the user's Special Attack by one stage.
confide normal status - - 20 Lowers the target's Special Attack by one stage.
covet normal physical 100 60 25 Takes the target's item.
defense curl normal status - - 40 Raises user's Defense by one stage.
disarming voice fairy special - 40 15 Never misses.
discharge electric special 100 80 15 Has a 30% chance to paralyze the target.
double team normal status - - 15 Raises the user's evasion by one stage.
eerie impulse electric status 100 - 15 Lowers the target's Special Attack by two stages.
electric terrain electric status - - 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
electro ball electric special 100 - 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
electroweb electric special 95 55 15 Lowers the target's Speed by one stage.
encore normal status 100 - 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
endeavor normal physical 100 - 5 Lowers the target's HP to equal the user's.
endure normal status - - 10 Prevents the user's HP from lowering below 1 this turn.
facade normal physical 100 70 20 Power doubles if user is burned, paralyzed, or poisoned.
fake out normal physical 100 40 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
fell stinger bug physical 100 50 25 Raises the user's Attack by two stages if it KOs the target.
flail normal physical 100 - 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
fling dark physical 100 - 10 Throws held item at the target; power depends on the item.
frustration normal physical 100 - 20 Power increases as happiness decreases, up to a maximum of 102.
giga impact normal physical 90 150 5 User foregoes its next turn to recharge.
grass knot grass special 100 - 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
gravity psychic status - - 5 Disables moves and immunities that involve flying or levitating for five turns.
gyro ball steel physical 100 - 5 Power raises when the user has lower Speed, up to a maximum of 150.
helping hand normal status - - 20 Ally's next move inflicts half more damage.
hidden power normal special 100 60 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
hyper beam normal special 90 150 5 User foregoes its next turn to recharge.
iron head steel physical 100 80 15 Has a 30% chance to make the target flinch.
iron tail steel physical 75 100 15 Has a 30% chance to lower the target's Defense by one stage.
last resort normal physical 100 140 5 Can only be used after all of the user's other moves have been used.
magnet rise electric status - - 10 User is immune to Ground moves and effects for five turns.
nuzzle electric physical 100 20 20 Has a 100% chance to paralyze the target.
payback dark physical 100 50 10 Power is doubled if the target has already moved this turn.
pin missile bug physical 95 25 20 Hits 2-5 times in one turn.
poison jab poison physical 100 80 20 Has a 30% chance to poison the target.
present normal physical 90 - 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
protect normal status - - 10 Prevents any moves from hitting the user this turn.
reflect psychic status - - 20 Reduces damage from physical attacks by half.
rest psychic status - - 5 User sleeps for two turns, completely healing itself.
return normal physical 100 - 20 Power increases with happiness, up to a maximum of 102.
reversal fighting physical 100 - 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
rising voltage electric special 100 70 20 Inflicts regular damage with no additional effect.
role play psychic status - - 10 Copies the target's ability.
rollout rock physical 90 30 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
round normal special 100 60 15 Has double power if it's used more than once per turn.
shock wave electric special - 60 20 Never misses.
sleep talk normal status - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
snore normal special 100 50 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
spark electric physical 100 65 20 Has a 30% chance to paralyze the target.
spiky shield grass status - - 10 Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
steel beam steel special 95 140 5 Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
steel roller steel physical 100 130 5 Inflicts regular damage with no additional effect.
substitute normal status - - 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.
super fang normal physical 90 - 10 Inflicts damage equal to half the target's HP.
swagger normal status 85 - 15 Raises the target's Attack by two stages and confuses the target.
swift normal special - 60 20 Never misses.
tackle normal physical 100 40 35 Inflicts regular damage with no additional effect.
thief dark physical 100 60 25 Takes the target's item.
thunder electric special 70 110 10 Has a 30% chance to paralyze the target.
thunder shock electric special 100 40 30 Has a 10% chance to paralyze the target.
thunder wave electric status 90 - 20 Paralyzes the target.
thunderbolt electric special 100 90 15 Has a 10% chance to paralyze the target.
tickle normal status 100 - 20 Lowers the target's Attack and Defense by one stage.
toxic poison status 90 - 10 Badly poisons the target, inflicting more damage every turn.
twineedle bug physical 100 25 20 Hits twice in the same turn. Has a 20% chance to poison the target.
u turn bug physical 100 70 20 User must switch out after attacking.
volt switch electric special 100 70 20 User must switch out after attacking.
wild charge electric physical 100 90 15 User receives 1/4 the damage it inflicts in recoil.
wish normal status - - 10 User will recover half its max HP at the end of the next turn.
work up normal status - - 30 Raises the user's Attack and Special Attack by one stage each.
zen headbutt psychic physical 90 80 15 Has a 20% chance to make the target flinch.
zing zap electric physical 100 80 10 Has a 30% chance to make the target flinch.