About
The lightning-wielding guardian deity of Melemele, Tapu Koko is brimming with curiosity and appears before people from time to time.
- Abilities
-
When this Pokémon enters battle, it changes the terrain to Electric Terrain.
Telepathy Hidden ability
Protects against friendly Pokémon's damaging moves.
- Height
- 1.8 m 5′11″
- Weight
- 20.5 kg 45.2 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 70 | 250–344 | |
| Attack | 115 | 211–361 | |
| Defense | 85 | 157–295 | |
| Sp. Atk | 95 | 175–317 | |
| Sp. Def | 75 | 139–273 | |
| Speed | 130 | 238–394 | |
| Total | 570 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- PoisonGround
- Resists ½×
- ElectricFightingFlyingBugDark
- Immune
- Dragon
Same-type attacks
- Super effective 2×
- WaterFightingFlyingDragonDark
Evolution
Tapu Koko does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 30 |
| 1 | Thunder Shock STAB Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 5 | Raises the user’s Defense by one stage. | Water | Status | — | — | 40 |
| 10 | Fairy Wind STAB Inflicts regular damage with no additional effect. | Fairy | Special | 40 | 100% | 30 |
| 15 | Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| 20 | Spark STAB Has a chance to paralyze the target. | Electric | Physical | 65 | 100% | 20 |
| 25 | Shock Wave STAB Never misses. | Electric | Special | 60 | — | 20 |
| 30 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| 35 | Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| 40 | Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| 45 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 50 | Prevents the target from leaving battle. | Normal | Status | — | — | 5 |
| 55 | Nature’s Madness STAB Inflicts damage equal to half the target’s HP. | Fairy | Special | — | 90% | 10 |
| 60 | Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| 65 | User receives 1/3 the damage inflicted in recoil. | Flying | Physical | 120 | 100% | 15 |
| 70 | User swaps Attack and Special Attack changes with the target. | Psychic | Status | — | — | 10 |
| 75 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Has double power if the user has no held item. | Flying | Physical | 55 | 100% | 15 |
| Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| Power is doubled if the target has already received damage this turn. | Dark | Physical | 60 | 100% | 10 |
| User receives 1/3 the damage inflicted in recoil. | Flying | Physical | 120 | 100% | 15 |
| Raises the user’s Special Attack and Special Defense by one stage. | Psychic | Status | — | — | 20 |
Dazzling Gleam STAB Inflicts regular damage with no additional effect. | Fairy | Special | 80 | 100% | 10 |
| Lowers the target’s Special Attack by two stages. | Electric | Status | — | 100% | 15 |
| For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
Electro Ball STAB Power is higher when the user has greater Speed than the target, up to a maximum of 150. | Electric | Special | — | 100% | 10 |
Electroweb STAB Lowers the target’s Speed by one stage. | Electric | Special | 55 | 95% | 15 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Cannot lower the target’s HP below 1. | Normal | Physical | 40 | 100% | 40 |
| User flies high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 90 | 95% | 15 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Special | 90 | 100% | 10 |
| Raises the user’s Defense by two stages. | Steel | Status | — | — | 15 |
| Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| User swaps Attack and Special Attack changes with the target. | Psychic | Status | — | — | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Protects the user’s field from major status ailments and confusion for five turns. | Normal | Status | — | — | 25 |
| Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Has a chance to raise the user’s Defense by one stage. | Steel | Physical | 70 | 90% | 25 |
| Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 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. | Normal | Status | — | — | 10 |
| Never misses. | Normal | Special | 60 | — | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Takes the target’s item. | Dark | Physical | 60 | 100% | 25 |
Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
Thunder Punch STAB Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
Thunderbolt STAB Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| User must switch out after attacking. | Bug | Physical | 70 | 100% | 20 |
Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Raises the user’s Attack and Special Attack by one stage each. | Normal | Status | — | — | 30 |
Training and breeding
Training
- EV yield
- 3 Speed
- Catch rate
- 3
- Base friendship
- 70
- Base experience
- 257
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 15 (about 3,855 steps)