Pokémechanics
Ultra Sun & Ultra Moon

#777Togedemaru

Togedemaru as it appears in Ultra Sun & Ultra MoonShiny Togedemaru as it appears in Ultra Sun & Ultra Moon
Species
Roly-Poly Pokémon
Type
Catch rate
180
Growth
Medium
Height
0.3 m
Weight
3.3 kg
Gender
50% ♂ 50% ♀
Egg cycles
10
Base friendship
70

Togedemaru

Ultra Sun
When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Ultra Moon
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!

Base stats

EVs: +2 Attack

HP65
Attack98
Defense63
Sp. Atk40
Sp. Def73
Speed96
Total435

Abilities

Iron Barbs
Damages attacking Pokémon for 1/8 their max HP on contact.
Lightning Rod
Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.
Sturdy (hidden)
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

Locations

Ultra Sun
SOS Call
Blush MountainLv 29-3215%
Walking
Blush MountainLv 29-3210%
Ultra Moon
Gift
Heahea BeachLv 35100%
SOS Call
Blush MountainLv 29-3215%
Walking
Blush MountainLv 29-3210%

Damage taken

  • x0.5
  • x2
  • x0.25
  • x0
  • x4
  • x0.5
  • x0.5
  • x1
  • x0.25
  • x2
  • x1
  • x0.5
  • x0.5
  • x0.5
  • x0.5
  • x0.5
  • x1
  • x0.5
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Tackle
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
1Thunder Shock
Special
40
100
30
10
Has a chance to paralyze the target.
5Defense Curl
Status
--
--
40
--
Raises user’s Defense by one stage.
9Rollout
Physical
30
90
20
--
Power doubles every turn this move is used in succession after the first, resetting after five turns.
13Charge
Status
--
--
20
--
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
17Spark
Physical
65
100
20
30
Has a chance to paralyze the target.
21Nuzzle
Physical
20
100
20
100
Has a chance to paralyze the target.
25Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
29Discharge
Special
80
100
15
30
Has a chance to paralyze the target.
33Zing Zap
Physical
80
100
10
30
Has a chance to make the target flinch.
37Electric Terrain
Status
--
--
10
--
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
41Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
45Pin Missile
Physical
25
95
20
--
Hits 2-5 times in one turn.
49Spiky Shield
Status
--
--
10
--
Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP.
53Fell Stinger
Physical
50
100
25
--
Raises the user’s Attack by two stages if it KOs the target.
Egg
Attack NameTypeClassPowerAccuracyPPEffect %
Disarming Voice
Special
40
--
15
--
Never misses.
Encore
Status
--
100
5
--
Forces the target to repeat its last used move every turn for 2 to 6 turns.
Fake Out
Physical
40
100
10
100
Can only be used as the first move after the user enters battle. Causes the target to flinch.
Flail
Physical
--
100
15
--
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Present
Physical
--
90
15
--
Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Reversal
Physical
--
100
15
--
Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Tickle
Status
--
100
20
--
Lowers the target’s Attack and Defense by one stage.
Twineedle
Physical
25
100
20
20
Hits twice in the same turn. Has a chance to poison the target.
Wish
Status
--
--
10
--
User will recover half its max HP at the end of the next turn.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM01Work Up
Status
--
--
30
--
Raises the user’s Attack and Special Attack by one stage each.
TM06Toxic
Status
--
90
10
--
Badly poisons the target, inflicting more damage every turn.
TM10Hidden Power
Special
60
100
15
--
Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM100Confide
Status
--
--
20
100
Lowers the target’s Special Attack by one stage.
TM17Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM21Frustration
Physical
--
100
20
--
Power increases as happiness decreases, up to a maximum of 102.
TM24Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TM25Thunder
Special
110
70
10
30
Has a chance to paralyze the target.
TM27Return
Physical
--
100
20
--
Power increases with happiness, up to a maximum of 102.
TM32Double Team
Status
--
--
15
--
Raises the user’s evasion by one stage.
TM33Reflect
Status
--
--
20
--
Reduces damage from physical attacks by half.
TM42Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM44Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM45Attract
Status
--
100
15
--
Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46Thief
Physical
60
100
25
--
Takes the target’s item.
TM48Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM56Fling
Physical
--
100
10
--
Throws held item at the target; power depends on the item.
TM57Charge Beam
Special
50
90
10
70
Has a chance to raise the user’s Special Attack by one stage.
TM66Payback
Physical
50
100
10
--
Power is doubled if the target has already moved this turn.
TM68Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM72Volt Switch
Special
70
100
20
--
User must switch out after attacking.
TM73Thunder Wave
Status
--
90
20
--
Paralyzes the target.
TM74Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
TM84Poison Jab
Physical
80
100
20
30
Has a chance to poison the target.
TM86Grass Knot
Special
--
100
20
--
Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87Swagger
Status
--
85
15
--
Raises the target’s Attack by two stages and confuses the target.
TM88Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM89U-turn
Physical
70
100
20
--
User must switch out after attacking.
TM90Substitute
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.
TM93Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
After You
Status
--
--
15
--
Makes the target act next this turn.
Bounce
Physical
85
85
5
30
User bounces high into the air, dodging all attacks, and hits next turn.
Covet
Physical
60
100
25
--
Takes the target’s item.
Electroweb
Special
55
95
15
100
Lowers the target’s Speed by one stage.
Endeavor
Physical
--
100
5
--
Lowers the target’s HP to equal the user’s.
Gravity
Status
--
--
5
--
Disables moves and immunities that involve flying or levitating for five turns.
Helping Hand
Status
--
--
20
--
Ally’s next move inflicts half more damage.
Iron Head
Physical
80
100
15
30
Has a chance to make the target flinch.
Iron Tail
Physical
100
75
15
30
Has a chance to lower the target’s Defense by one stage.
Last Resort
Physical
140
100
5
--
Can only be used after all of the user’s other moves have been used.
Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
Role Play
Status
--
--
10
--
Copies the target’s ability.
Shock Wave
Special
60
--
20
--
Never misses.
Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
Super Fang
Physical
--
90
10
--
Inflicts damage equal to half the target’s HP.
Zen Headbutt
Physical
80
90
15
20
Has a chance to make the target flinch.

Other generations

Sun & Moon, Sword & Shield