Togedemaru
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
The spiny fur on its back is normally at rest. When this Pokémon becomes agitated, its fur stands on end and stabs into its attackers.
The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.
When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!
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.
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
The spiny fur on its back is normally at rest. When this Pokémon becomes agitated, its fur stands on end and stabs into its attackers.
The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.
When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!
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.
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
Habitat
N/A
Moves
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Stats
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
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.
Types
electric
steel
Takes 2× damage from
fighting
ground
fire
Takes 1× damage from
ghost
water
dark
Takes ½× damage from
normal
rock
bug
grass
electric
psychic
ice
dragon
fairy
Takes ¼× damage from
flying
poison
steel
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
The spiny fur on its back is normally at rest. When this Pokémon becomes agitated, its fur stands on end and stabs into its attackers.
The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.
When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!
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.
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
The spiny fur on its back is normally at rest. When this Pokémon becomes agitated, its fur stands on end and stabs into its attackers.
The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.
When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!
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.
When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.
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
Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.