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Togedemaru

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Togedemaru in Pokémon Ultra Sun & Ultra Moon

#292 in the Ultra Sun & Ultra Moon Pokédex • Roly-Poly Pokémon

Togedemaru in the National Pokédex

Pokédex entries

Ultra Sun

When it’s surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.

Ultra Moon

Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!

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

#292

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
Alola #292Ula'ula #113
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

Evolution requirements shown in a compact table or chain view.
Togedemaru

Togedemaru

#292

No evolutions

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Blush Mountain

Walking in tall grass or a cave29-3210%

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

Walking in tall grass or a cave29-3210%

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

SOS ally encounter29-32-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of dedenne; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 20%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of togedemaru; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 80%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of togedemaru; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 80%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of dedenne; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 20%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Blush Mountain

Walking in tall grass or a cave29-3210%

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

Walking in tall grass or a cave29-3210%

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

SOS ally encounter29-32-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of dedenne; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 20%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of togedemaru; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 80%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of togedemaru; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 80%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of dedenne; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 20%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

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

Normal4010035
StartThunder Shock

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

Electric4010030
5Defense Curl

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

Normal--40
9Rollout

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

Rock309020
13Charge

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
17Spark

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

Electric6510020
21Nuzzle

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

Electric2010020
25Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
29Discharge

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

Electric8010015
33Zing Zap

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

Electric8010010
37Electric Terrain

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

Electric--10
41Wild Charge

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

Electric9010015
45Pin Missile

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

Bug259520
49Spiky Shield

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

Grass--10
53Fell Stinger

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

Bug5010025

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM01Work Up

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

Normal--30
TM06Toxic

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

Poison-9010
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM17Protect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM21Frustration

This full-power attack grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

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

Electric9010015
TM25Thunder

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

Electric1107010
TM27Return

This full-power attack grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

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

Normal--15
TM33Reflect

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

Psychic--20
TM42Facade

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

Normal7010020
TM44Rest

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

Psychic--10
TM45Attract

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

Normal-10015
TM46Thief

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

Dark6010025
TM48Round

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

Normal6010015
TM56Fling

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

Dark-10010
TM57Charge Beam

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

Electric509010
TM66Payback

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

Dark5010010
TM68Giga Impact

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

Normal150905
TM72Volt Switch

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

Electric7010020
TM73Thunder Wave

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

Electric-9020
TM74Gyro 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
TM84Poison Jab

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

Poison8010020
TM86Grass Knot

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

Grass-10020
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
TM89U-turn

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

Bug7010020
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM93Wild Charge

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

Electric9010015
TM100Confide

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

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
After You

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

Normal--15
Bounce

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

Flying85855
Covet

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

Normal6010025
Electroweb

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

Electric559515
Endeavor

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

Normal-1005
Gravity

Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can’t be used.

Psychic--5
Helping Hand

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

Normal--20
Iron Head

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

Steel8010015
Iron Tail

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

Steel1007515
Last Resort

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

Normal1401005
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
Role Play

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

Psychic--10
Shock Wave

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

Electric60-20
Snore

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

Normal5010015
Super Fang

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

Normal-9010
Zen Headbutt

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

Psychic809015

Moves this Pokémon can inherit through breeding or similar methods.
Class
Disarming Voice

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

Fairy40-15
Encore

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

Normal-1005
Fake Out

This attack hits first and makes the target flinch. It only works the first turn the user is in 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
Reversal

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

Fighting-10015
Tickle

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

Normal-10020
Twineedle

The user damages the target twice in succession by jabbing it with two spikes. This may also poison the target.

Bug2510020
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

Ability options available to this Pokémon in this game.

Iron Barbs

Ability Slot 1

Inflicts damage to the attacker on 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 single-target Electric-type moves to this Pokémon where possible. Absorbs Electric-type moves, raising Special Attack one stage.

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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