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Togedemaru

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Togedemaru in Pokémon Sword & Shield

Galar Pokédex #348 • Roly-Poly Pokémon

Togedemaru in the National Pokédex

Pokédex entries

Sword

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.

Shield

When it’s in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.

Pokémon details

Types

ElectricSteel

Category

Roly-Poly Pokémon

Height

0.3 m (1'00")

Weight

3.3 kg (7.3 lbs)

National Pokédex

#0777

Pokédex

Galar #348

Togedemaru in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

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 are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Togedemaru, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Galar #348
EV yield
2 Atk
Catch rate
180
Base Exp.
152

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
10 cycles

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Route 8

Main Area

Overworld39-415%

-

Lake of Outrage

Wild Pokémon

Random in Grass50-5213%

Before the Darkest Day and Eternatus battle, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Lake of Outrage

Wild Pokémon

Random in Grass6013%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Giant's Seat

Max Raid Battles — pool 12 (common beam)

Max Raid Battle55-6010%

Permanent pool 12, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 12 (common beam)

Max Raid Battle55-6010%

Permanent pool 12, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stony Wilderness

Max Raid Battles — pool 12 (common beam)

Max Raid Battle55-6010%

Permanent pool 12, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 25 (common beam)

Max Raid Battle55-6015%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 25 (common beam)

Max Raid Battle55-6015%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle55-6015%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle55-6015%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Route 8

Main Area

Overworld39-415%

-

Lake of Outrage

Wild Pokémon

Random in Grass50-5213%

Before the Darkest Day and Eternatus battle, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Lake of Outrage

Wild Pokémon

Random in Grass6013%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Earn three Gym Badges and reach Hammerlocke to unlock this base Wild Area weather, Snowstorm

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Giant's Seat

Max Raid Battles — pool 12 (common beam)

Max Raid Battle55-6010%

Permanent pool 12, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Hammerlocke Hills

Max Raid Battles — pool 12 (common beam)

Max Raid Battle55-6010%

Permanent pool 12, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Stony Wilderness

Max Raid Battles — pool 12 (common beam)

Max Raid Battle55-6010%

Permanent pool 12, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Mirror

Max Raid Battles — pool 25 (common beam)

Max Raid Battle55-6010%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 25 (common beam)

Max Raid Battle55-6010%

Permanent pool 25, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Lake of Outrage

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle55-6015%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 56 (rare beam)

Max Raid Battle55-6015%

Permanent pool 56, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal4010035
StartNuzzle

The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.

Electric2010020
5Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40
10Charge

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Electric--20
15Thunder Shock

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

Electric4010030
20Fell Stinger

When the user knocks out a target with this move, the user’s Attack stat rises drastically.

Bug5010025
25Spark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
30Pin Missile

Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.

Bug259520
35Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
40Zing Zap

A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch.

Electric8010010
45Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
50Electric Terrain

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Electric--10
55Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
60Spiky Shield

In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact.

Grass--10

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM07Pin Missile

Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.

Bug259520
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM18Reflect

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Psychic--20
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM23Thief

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Dark6010025
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM52Bounce

The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis.

Flying85855
TM56U-turn

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Bug7010020
TM57Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM58Assurance

If the target has already taken some damage in the same turn, this attack’s power is doubled.

Dark6010010
TM59Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM80Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM82Electroweb

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.

Electric559515
TM90Electric Terrain

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Electric--10
TM93Eerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR21Reversal

An all-out attack that becomes more powerful the less HP the user has.

Fighting-10015
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR52Gyro 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.

Steel-1005
TR57Poison Jab

The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target.

Poison8010020
TR69Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
TR74Iron Head

The user slams the target with its steel-hard head. This may also make the target flinch.

Steel8010015
TR77Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.

Grass-10020
TR80Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
TR85Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TR86Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015

Moves this Pokémon can learn from move tutors in this game.
Class
Rising Voltage

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Electric7010020
Steel Beam

The user fires a beam of steel that it collected from its entire body. This also damages the user.

Steel140955
Steel Roller

The user attacks while destroying the terrain. This move fails when the ground hasn’t turned into a terrain.

Steel1301005

Moves acquired through eligible breeding. Sword/Shield also supports same-species Nursery sharing with an empty recipient move slot.
Class
Disarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

Fairy40-15
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Normal4010010
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Normal-10015
Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Normal-9015
Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020
Wish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Normal--10

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
After You

The user helps the target and makes it use its move right after the user.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Covet

The user endearingly approaches the target, then steals the target’s held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Endeavor

This attack move cuts down the target’s HP to equal the user’s HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-1005
Gravity

This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--5
Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal1401005
Role Play

The user mimics the target completely, copying the target’s Ability.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--10
Rollout

The user continually rolls into the target over five turns. It becomes more powerful each time it hits.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Rock309020
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Super Fang

The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-9010
Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010

Ability options available to this Pokémon in this game.

Iron Barbs

Ability Slot 1

Inflicts damage on the attacker upon contact with iron barbs.

Damages attacking Pokémon for 1/8 their max HP on contact.

Lightning Rod

Ability Slot 2

The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk.

Redirects eligible Electric-type moves, absorbs them and raises Special Attack.

Sturdy(Hidden Ability)

It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.

Prevents being KOed from full HP, leaving 1 HP instead. Protects against the one-hit KO moves regardless of HP.

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