About
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
- Abilities
-
Damages attacking Pokémon for 1/8 their max HP on contact.
-
Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.
Sturdy Hidden ability
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
- Height
- 0.3 m 1′00″
- Weight
- 3.3 kg 7.3 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 65 | 240–334 | |
| Attack | 98 | 180–324 | |
| Defense | 63 | 117–247 | |
| Sp. Atk | 40 | 76–196 | |
| Sp. Def | 73 | 135–269 | |
| Speed | 96 | 177–320 | |
| Total | 435 | ||
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 4×
- Ground
- Weak 2×
- FireFighting
- Resists ½×
- NormalElectricGrassIcePsychicBugRockDragonFairy
- Resists ¼×
- FlyingSteel
- Immune
- Poison
Same-type attacks
- Super effective 2×
- WaterIceFlyingRockFairy
- Not very effective ½×
- Electric
Evolution
Togedemaru 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 | Nuzzle STAB Has a chance to paralyze the target. | Electric | Physical | 20 | 100% | 20 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 35 |
| 5 | Raises user’s Defense by one stage. | Normal | Status | — | — | 40 |
| 10 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| 15 | Thunder Shock STAB Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 20 | Raises the user’s Attack by two stages if it KOs the target. | Bug | Physical | 50 | 100% | 25 |
| 25 | Spark STAB Has a chance to paralyze the target. | Electric | Physical | 65 | 100% | 20 |
| 30 | Hits 2-5 times in one turn. | Bug | Physical | 25 | 95% | 20 |
| 35 | User is immune to Ground moves and effects for five turns. | Electric | Status | — | — | 10 |
| 40 | Zing Zap STAB Has a chance to make the target flinch. | Electric | Physical | 80 | 100% | 10 |
| 45 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 50 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
| 55 | Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| 60 | Blocks damaging attacks and damages attacking Pokémon for 1/8 their max HP. | Grass | Status | — | — | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| 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 |
| Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | Normal | Status | — | 100% | 15 |
| User bounces high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 85 | 85% | 5 |
| 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 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| 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 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| 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 |
Gyro Ball STAB Power raises when the user has lower Speed, up to a maximum of 150. | Steel | Physical | — | 100% | 5 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
Iron Head STAB Has a chance to make the target flinch. | Steel | Physical | 80 | 100% | 15 |
Iron Tail STAB Has a chance to lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 15 |
| Power is doubled if the target has already moved this turn. | Dark | Physical | 50 | 100% | 10 |
| Hits 2-5 times in one turn. | Bug | Physical | 25 | 95% | 20 |
| Has a chance to poison the target. | Poison | Physical | 80 | 100% | 20 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Fighting | Physical | — | 100% | 15 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| 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 |
| 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 |
| Takes the target’s item. | Dark | Physical | 60 | 100% | 25 |
Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| 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 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Never misses. | Fairy | Special | 40 | — | 15 |
| Can only be used as the first move after the user enters battle. Causes the target to flinch. | Normal | Physical | 40 | 100% | 10 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Normal | Physical | — | 100% | 15 |
| Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP. | Normal | Physical | — | 90% | 15 |
| Lowers the target’s Attack and Defense by one stage. | Normal | Status | — | 100% | 20 |
| User will recover half its max HP at the end of the next turn. | Normal | Status | — | — | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Rising Voltage STAB If Electric Terrain is active and the user is grounded, this move has has its power doubled. | Electric | Special | 70 | 100% | 20 |
Steel Beam STAB Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. | Steel | Special | 140 | 95% | 5 |
Steel Roller STAB Ends the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active. | Steel | Physical | 130 | 100% | 5 |
Training and breeding
Training
- EV yield
- 2 Attack
- Catch rate
- 180
- Base friendship
- 70
- Base experience
- 152
- Growth rate
- Medium
- Wild held items
- Electric Seed
Breeding
- Egg groups
- Ground, Fairy
- Egg cycles
- 10 (about 2,570 steps)