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Togedemaru TOTEM Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses
Togedemaru is an Electric/Steel type creature first seen in Generation 7. Togedemaru gathers electricity, and also, stores it. The long needle that grows from the back of its head works as a lightning rod to attract electricity. Covering its body, a pattern of fur with strands like needles. On days when lightning strikes, you can sometimes see Togedemaru gather, and also, bristle up their needles, waiting to be struck by lightning. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers.
National No. | #0777 |
Type | electric steel |
Species | Roly-Poly Pokémon |
Height | 0.6 m (2'0") |
Weight | 13.0 kg (28.7 lbs) |
Abilities | Iron barbs,Lightning rod,Sturdy |
Color | Gray |
Introduced in | Generation 7 |
Egg Group | ground, fairy |
Base Stats
Hp | 65 | 15% | |
Attack | 98 | 23% | |
Defense | 63 | 15% | |
Sp. Atk | 40 | 10% | |
Sp. Def | 73 | 17% | |
Speed | 96 | 23% | |
Total | 435 |
Togedemaru TOTEM does not evolve.
Type Effectiveness
Moves Learned by Level Up
Togedemaru TOTEM learns the following moves when it reaches the specified level.
Level ⇧⇩ | Move ⇧⇩ | Description ⇧⇩ | Category ⇧⇩ | Type ⇧⇩ | Power ⇧⇩ | Accuracy ⇧⇩ | PP ⇧⇩ |
---|---|---|---|---|---|---|---|
1 | Tackle | A physical attack in which the user charges and slams into the target with its whole body. | Physical | Normal | 40 | 100 | 35 |
45 | Pin Missile | Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. | Physical | Bug | 25 | 95 | 20 |
1 | Thunder Shock | A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. | Special | Electric | 40 | 100 | 30 |
5 | Defense Curl | The user curls up to conceal weak spots and raise its Defense stat. | Status | Normal | 0 | 0 | 40 |
9 | Rollout | The user continually rolls into the target over five turns. It becomes more powerful each time it hits. | Physical | Rock | 30 | 90 | 20 |
17 | Spark | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. | Physical | Electric | 65 | 100 | 20 |
13 | Charge | The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. | Status | Electric | 0 | 0 | 20 |
25 | Magnet Rise | The user levitates using electrically generated magnetism for five turns. | Status | Electric | 0 | 0 | 10 |
29 | Discharge | The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | Special | Electric | 80 | 100 | 15 |
41 | Wild Charge | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | Physical | Electric | 90 | 100 | 15 |
53 | Fell Stinger | When the user knocks out a target with this move, the user’s Attack stat rises sharply. | Physical | Bug | 50 | 100 | 25 |
49 | Spiky Shield | In addition to protecting the user from attacks, this move also damages any attacker who makes direct contact. | Status | Grass | 0 | 0 | 10 |
37 | Electric Terrain | The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. | Status | Electric | 0 | 0 | 10 |
21 | Nuzzle | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | Physical | Electric | 20 | 100 | 20 |
33 | Zing Zap | A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. | Physical | Electric | 80 | 100 | 10 |
Moves Learned through Breeding (Egg Moves)
Level ⇧⇩ | Move ⇧⇩ | Description ⇧⇩ | Category ⇧⇩ | Type ⇧⇩ | Power ⇧⇩ | Accuracy ⇧⇩ | PP ⇧⇩ |
---|---|---|---|---|---|---|---|
0 | Twineedle | The user damages the target twice in succession by jabbing it with two spikes. This may also poison the target. | Physical | Bug | 25 | 100 | 20 |
0 | Flail | The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power. | Physical | Normal | 0 | 100 | 15 |
0 | Reversal | An all-out attack that becomes more powerful the less HP the user has. | Physical | Fighting | 0 | 100 | 15 |
0 | Present | The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. | Physical | Normal | 0 | 90 | 15 |
0 | Encore | The user compels the target to keep using only the move it last used for three turns. | Status | Normal | 0 | 100 | 5 |
0 | Fake Out | An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. | Physical | Normal | 40 | 100 | 10 |
0 | Wish | One turn after this move is used, the target’s HP is restored by half the user’s max HP. | Status | Normal | 0 | 0 | 10 |
0 | Tickle | The user tickles the target into laughing, reducing its Attack and Defense stats. | Status | Normal | 0 | 100 | 20 |
0 | Disarming Voice | Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. | Special | Fairy | 40 | 0 | 15 |
Togedemaru TOTEM Moves Learned by Technical Machines (TMs)
Level ⇧⇩ | Move ⇧⇩ | Description ⇧⇩ | Category ⇧⇩ | Type ⇧⇩ | Power ⇧⇩ | Accuracy ⇧⇩ | PP ⇧⇩ |
---|---|---|---|---|---|---|---|
0 | Thunderbolt | A strong electric blast crashes down on the target. This may also leave the target with paralysis. | Special | Electric | 90 | 100 | 15 |
0 | Thunder Wave | The user launches a weak jolt of electricity that paralyzes the target. | Status | Electric | 0 | 90 | 20 |
0 | Thunder | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | Special | Electric | 110 | 70 | 10 |
0 | Toxic | A move that leaves the target badly poisoned. Its poison damage worsens every turn. | Status | Poison | 0 | 90 | 10 |
0 | Double Team | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | Status | Normal | 0 | 0 | 15 |
0 | Reflect | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | Status | Psychic | 0 | 0 | 20 |
0 | Rest | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | Status | Psychic | 0 | 0 | 10 |
0 | Substitute | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. | Status | Normal | 0 | 0 | 10 |
0 | Thief | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | Physical | Dark | 60 | 100 | 25 |
0 | Protect | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | Status | Normal | 0 | 0 | 10 |
0 | Swagger | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. | Status | Normal | 0 | 85 | 15 |
0 | Attract | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | Status | Normal | 0 | 100 | 15 |
0 | Sleep Talk | While it is asleep, the user randomly uses one of the moves it knows. | Status | Normal | 0 | 0 | 10 |
0 | Return | A full-power attack that grows more powerful the more the user likes its Trainer. | Physical | Normal | 0 | 100 | 20 |
0 | Frustration | A full-power attack that grows more powerful the less the user likes its Trainer. | Physical | Normal | 0 | 100 | 20 |
0 | Hidden Power | A unique attack that varies in type depending on the Pokémon using it. | Special | Normal | 60 | 100 | 15 |
0 | Facade | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | Physical | Normal | 70 | 100 | 20 |
0 | Gyro Ball | The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power. | Physical | Steel | 0 | 100 | 5 |
0 | U Turn | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | Physical | Bug | 70 | 100 | 20 |
0 | Payback | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. | Physical | Dark | 50 | 100 | 10 |
0 | Fling | The user flings its held item at the target to attack. This move’s power and effects depend on the item. | Physical | Dark | 0 | 100 | 10 |
0 | Poison Jab | The target is stabbed with a tentacle or arm steeped in poison. This may also poison the target. | Physical | Poison | 80 | 100 | 20 |
0 | Giga Impact | The user charges at the target using every bit of its power. The user can’t move on the next turn. | Physical | Normal | 150 | 90 | 5 |
0 | Grass Knot | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. | Special | Grass | 0 | 100 | 20 |
0 | Charge Beam | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | Special | Electric | 50 | 90 | 10 |
0 | Round | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | Special | Normal | 60 | 100 | 15 |
0 | Volt Switch | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | Special | Electric | 70 | 100 | 20 |
0 | Work Up | The user is roused, and its Attack and Sp. Atk stats increase. | Status | Normal | 0 | 0 | 30 |
0 | Confide | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. | Status | Normal | 0 | 0 | 20 |