Abilities
The Pokémon's iron barbs damage the attacker if it makes direct contact.
View all Pokémon with this abilityThe Pokémon draws in all Electric-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted.
View all Pokémon with this abilityThe Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.
View all Pokémon with this abilityBase Stats
| HP | 65 | |
|---|---|---|
| Attack | 98 | |
| Defence | 63 | |
| Sp. Atk | 40 | |
| Sp. Def | 73 | |
| Speed | 96 | |
| Total (BST) | 435 |
Where to Find (World Spawns)
Click a spawn row to highlight matching biomes on the server map. Map = biome eligibility only; light / time / weather stay in the table.
| Rarity Bucket | Levels | Context | Weight | Biomes | Conditions |
|---|---|---|---|---|---|
| Uncommon | Lv. 19-44 | Grounded Natural Wild | 30 |
Sky Light: 8–15
|
Item Drops & Player Interactions
Wild Item Drops (Max rolls: 2)
| Item | Quantity | Drop Chance |
|---|---|---|
| 1 | 5% | |
| 1 | 5% |
Riding & World Behavior
Behavior Traits
Moveset
| Lv. | Move | Type | Category | Power | Acc. | PP | Description |
|---|---|---|---|---|---|---|---|
| Start / 1 | Nuzzle STAB | Electric | Physical | 20 | 100% | 20 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
| Start / 1 | Tackle | Normal | Physical | 40 | 100% | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
| 5 | Defense Curl | Normal | Status | — | 100% | 40 | The user curls up and boosts its Defense stat. |
| 10 | Charge | Electric | Status | — | 100% | 20 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
| 15 | Thunder Shock STAB | Electric | Special | 40 | 100% | 30 | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. |
| 20 | Fell Stinger | Bug | Physical | 50 | 100% | 25 | When the user knocks out a target with this move, the user's Attack stat is boosted drastically. |
| 25 | Spark STAB | Electric | Physical | 65 | 100% | 20 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. |
| 30 | Pin Missile | Bug | Physical | 25 | 95% | 20 | The user attacks by shooting sharp spikes at the target. This move hits two to five times in a row. |
| 35 | Magnet Rise | Electric | Status | — | 100% | 10 | The user levitates using electrically generated magnetism for five turns. |
| 40 | Zing Zap STAB | Electric | Physical | 80 | 100% | 10 | The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. |
| 45 | Discharge STAB | Electric | Special | 80 | 100% | 15 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
| 50 | Electric Terrain | Electric | Status | — | 100% | 10 | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
| 55 | Wild Charge STAB | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into the target. This also damages the user a little. |
| 60 | Spiky Shield | Grass | Status | — | 100% | 10 | In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact. |
| Move | Type | Category | Power | Acc. | PP | Description |
|---|---|---|---|---|---|---|
| After You | Normal | Status | — | 100% | 15 | The user helps the target and makes it use its move right after the user. |
| Agility | Psychic | Status | — | 100% | 30 | The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. |
| Assurance | Dark | Physical | 60 | 100% | 10 | This move's power is doubled if the target has already taken some damage in the same turn. |
| Bounce | Physical | 85 | 85% | 5 | The user bounces up high on the first turn, then drops onto the target on the next turn. This may also leave the target with paralysis. | |
| Charge | Electric | Status | — | 100% | 20 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
| Charge Beam STAB | Electric | Special | 50 | 90% | 10 | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Covet | Normal | Physical | 60 | 100% | 25 | The user endearingly approaches the target, then steals the target's held item. |
| Disarming Voice | Fairy | Special | 40 | 100% | 15 | Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
| Eerie Impulse | Electric | Status | — | 100% | 15 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
| Electric Terrain | Electric | Status | — | 100% | 10 | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
| Electro Ball STAB | Electric | Special | — | 100% | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
| Electroweb STAB | Electric | Special | 55 | 95% | 15 | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
| Encore | Normal | Status | — | 100% | 5 | The user compels the target to keep using the move it encored for three turns. |
| Endeavor | Normal | Physical | — | 100% | 5 | The user inflicts damage by cutting down the target's HP to roughly equal the user's HP. |
| Endure | Normal | Status | — | 100% | 10 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Facade | Normal | Physical | 70 | 100% | 20 | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Fling | Dark | Physical | — | 100% | 10 | The user flings its held item at the target to attack. This move's power and effects depend on the item. |
| Giga Impact | Normal | Physical | 150 | 90% | 5 | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Grass Knot | Grass | Special | — | 100% | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
| Gravity | Psychic | Status | — | 100% | 5 | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. |
| Gyro Ball STAB | Steel | Physical | — | 100% | 5 | The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power. |
| Helping Hand | Normal | Status | — | 100% | 20 | The user assists an ally by boosting the power of that ally's attack. |
| Hyper Beam | Normal | Special | 150 | 90% | 5 | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Iron Head STAB | Steel | Physical | 80 | 100% | 15 | The user slams the target with its steel-hard head. This may also make the target flinch. |
| Iron Tail STAB | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. |
| Last Resort | Normal | Physical | 140 | 100% | 5 | This move can be used only after the user has used all the other moves it knows in the battle. |
| Magnet Rise | Electric | Status | — | 100% | 10 | The user levitates using electrically generated magnetism for five turns. |
| Payback | Dark | Physical | 50 | 100% | 10 | The user stores power, then attacks. This move's power is doubled if the user moves after the target. |
| Pin Missile | Bug | Physical | 25 | 95% | 20 | The user attacks by shooting sharp spikes at the target. This move hits two to five times in a row. |
| Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target. |
| Protect | Normal | Status | — | 100% | 10 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Reflect | Psychic | Status | — | 100% | 20 | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
| Rest | Psychic | Status | — | 100% | 5 | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Reversal | Fighting | Physical | — | 100% | 15 | An all-out attack that becomes more powerful the less HP the user has. |
| Rising Voltage STAB | Electric | Special | 70 | 100% | 20 | The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain. |
| Role Play | Psychic | Status | — | 100% | 10 | The user mimics the target completely, copying the target's Ability. |
| Rollout | Rock | Physical | 30 | 90% | 20 | The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. |
| Shock Wave STAB | Electric | Special | 60 | 100% | 20 | The user strikes the target with a quick jolt of electricity. This attack never misses. |
| Sleep Talk | Normal | Status | — | 100% | 10 | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Steel Beam STAB | Steel | Special | 140 | 95% | 5 | The user fires a beam of steel that it collected from its entire body. This also damages the user. |
| Steel Roller STAB | Steel | Physical | 130 | 100% | 5 | The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain. |
| Substitute | Normal | Status | — | 100% | 10 | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Super Fang | Normal | Physical | — | 90% | 10 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. |
| Swift | Normal | Special | 60 | 100% | 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| Tera Blast | Normal | Special | 80 | 100% | 10 | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |
| Thunder STAB | Electric | Special | 110 | 70% | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Thunderbolt STAB | Electric | Special | 90 | 100% | 15 | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Thunder Wave | Electric | Status | — | 90% | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
| U-turn | Bug | Physical | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Volt Switch STAB | Electric | Special | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Wild Charge STAB | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into the target. This also damages the user a little. |
| Work Up | Normal | Status | — | 100% | 30 | The user is roused, and its Attack and Sp. Atk stats are boosted. |
| Zen Headbutt | Psychic | Physical | 80 | 90% | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
| Move | Type | Category | Power | Acc. | PP | Description |
|---|---|---|---|---|---|---|
| Disarming Voice | Fairy | Special | 40 | 100% | 15 | Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses. |
| Fake Out | Normal | Physical | 40 | 100% | 10 | This attack hits first and makes the target flinch. It works only on the first turn each time the user enters battle. |
| Flail | Normal | Physical | — | 100% | 15 | The user flails about aimlessly to attack. The less HP the user has, the greater the move's power. |
| Present | Normal | Physical | — | 90% | 15 | The user attacks by giving the target a gift with a hidden trap. The gift restores HP sometimes, however. |
| Tickle | Normal | Status | — | 100% | 20 | The user tickles the target into laughing, lowering its Attack and Defense stats. |
| Twineedle | Bug | Physical | 25 | 100% | 20 | The user damages the target twice in succession by jabbing it with two spikes. This may also poison the target. |
| Wish | Normal | Status | — | 100% | 10 | One turn after this move is used, the user's or its replacement's HP is restored by up to half the user's max HP. |
| Move | Type | Category | Power | Acc. | PP | Description |
|---|---|---|---|---|---|---|
| After You | Normal | Status | — | 100% | 15 | The user helps the target and makes it use its move right after the user. |
| Bounce | Physical | 85 | 85% | 5 | The user bounces up high on the first turn, then drops onto the target on the next turn. This may also leave the target with paralysis. | |
| Charge Beam STAB | Electric | Special | 50 | 90% | 10 | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Covet | Normal | Physical | 60 | 100% | 25 | The user endearingly approaches the target, then steals the target's held item. |
| Electroweb STAB | Electric | Special | 55 | 95% | 15 | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
| Endeavor | Normal | Physical | — | 100% | 5 | The user inflicts damage by cutting down the target's HP to roughly equal the user's HP. |
| Giga Impact | Normal | Physical | 150 | 90% | 5 | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Gravity | Psychic | Status | — | 100% | 5 | Enables Flying types or Pokémon with the Levitate Ability to be hit by Ground-type moves for five turns. Moves that involve flying can't be used. |
| Helping Hand | Normal | Status | — | 100% | 20 | The user assists an ally by boosting the power of that ally's attack. |
| Hyper Beam | Normal | Special | 150 | 90% | 5 | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Iron Head STAB | Steel | Physical | 80 | 100% | 15 | The user slams the target with its steel-hard head. This may also make the target flinch. |
| Iron Tail STAB | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. |
| Last Resort | Normal | Physical | 140 | 100% | 5 | This move can be used only after the user has used all the other moves it knows in the battle. |
| Magnet Rise | Electric | Status | — | 100% | 10 | The user levitates using electrically generated magnetism for five turns. |
| Poison Jab | Poison | Physical | 80 | 100% | 20 | The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target. |
| Rest | Psychic | Status | — | 100% | 5 | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Rising Voltage STAB | Electric | Special | 70 | 100% | 20 | The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain. |
| Role Play | Psychic | Status | — | 100% | 10 | The user mimics the target completely, copying the target's Ability. |
| Rollout | Rock | Physical | 30 | 90% | 20 | The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. |
| Shock Wave STAB | Electric | Special | 60 | 100% | 20 | The user strikes the target with a quick jolt of electricity. This attack never misses. |
| Sleep Talk | Normal | Status | — | 100% | 10 | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Steel Beam STAB | Steel | Special | 140 | 95% | 5 | The user fires a beam of steel that it collected from its entire body. This also damages the user. |
| Steel Roller STAB | Steel | Physical | 130 | 100% | 5 | The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain. |
| Super Fang | Normal | Physical | — | 90% | 10 | The user chomps hard on the target with its sharp front fangs. This cuts the target's HP in half. |
| Swift | Normal | Special | 60 | 100% | 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| Thunderbolt STAB | Electric | Special | 90 | 100% | 15 | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Wild Charge STAB | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into the target. This also damages the user a little. |
| Zen Headbutt | Psychic | Physical | 80 | 90% | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
STAB = Same Type Attack Bonus (~1.5× damage) when a damaging move matches this Pokémon’s type(s).