Joltik #595 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Attaching Pokémon

Joltik in Pokémon Sword & Shield Joltik in SW/SH
Joltik's shiny sprite in Pokémon Sword & Shield Shiny Joltik in SW/SH

Abilities

1: Compound Eyes

2: Unnerve

Swarm (hidden)

Abilities

Breeding

Egg groups : Bug

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium

Gender ratio : 50%, 50%


In the Wild

Catch rate : 190 (25% with Poké Ball & full HP)

Held item : None

EVs given : 1 Speed EVs (Effort Values) gained when fainting Joltik

Exp. given : 64 Exp. points Experience points gained in battle when fainting Joltik


Species

Height : 0.1 m / 0'04" Joltik's height in meters / feet'inches"

Weight : 0.6 kg / 1.32 lbs. Joltik's weight in kilograms / pounds

Japanese : バチュル Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 319


Competitive

Introduced in : Black & White / Unova / Generation 5 {{ activeForm.introducedIn }}


Joltik's Type Defenses

Weaknesses

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Joltik's Evolutions
Joltik

Joltik #595

Level 36

Galvantula

Galvantula #596


Joltik's Level Up Moves
Lvl Move Type Pow/Acc
1 Fury Cutter Physical 40 95

Inflicts regular damage. Power doubles after every time this move is used, whether consecutively or not, maxing out at 16x. If this move misses or the user leaves the field, power resets.

20 PP

1 Absorb Special 20 100

Absorb attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

25 PP

4 Electroweb Special 55 95

Lowers the target's Speed by one stage.

15 PP

8 Bug Bite Physical 60 100

Inflicts regular damage. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately.
If the target is holding a Jaboca Berry or Rowap Berry, the berry is still removed, but has no effect.
If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen.

20 PP

12 String Shot Status - 95

Lowers the target's Speed by two stages.

40 PP

16 Thunder Wave Status - 90

Paralyzes the target.

20 PP

20 Electro Ball Special - 100

Inflicts regular damage. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.
User's Speed | Power -------------------------------- | ----: Up to 2× the target's Speed | 60 Up to 3× the target's Speed | 80 Up to 4× the target's Speed | 120 More than 4× the target's Speed | 150

10 PP

24 Agility Status - -

Agility raises the user's Speed by +2 stages. Make it agile, baby.

30 PP

28 Sucker Punch Physical 70 100

Inflicts regular damage. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.
This move is not affected by Iron Fist.

+1 Priority

5 PP

32 Slash Physical 70 100

Slash attacks for regular damage and has a high critical hit rate, 1/8 chance instead of the regular 1/16 chance.

20 PP

37 Discharge Special 80 100

Inflicts regular damage. Has a 30% chance to paralyze the target.

15 PP

40 Screech Status - 85

Lowers the target's Defense by two stages.

40 PP

44 Gastro Acid Status - 100

The target's ability is disabled as long as it remains on the field.
This effect is passed on by Baton Pass.

10 PP

48 Bug Buzz Special 90 100

Bug Buzz attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP


Joltik's Breeding Moves
Move Type Pow/Acc
Double Team Status - -

Raises the user's evasion by one stage.

15 PP

Poison Sting Physical 15 100

Inflicts regular damage. Has a 30% chance to poison the target.

35 PP

Lunge Physical 80 100

Inflicts regular damage. Lowers the target's Attack by one stage.

15 PP

Struggle Bug Special 50 100

Inflicts regular damage, and also lowers the target's Special Attack stat by one stage (100% chance).

20 PP

Infestation Special 20 100

Inflicts regular damage. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
Rapid Spin cancels this effect.

20 PP


Joltik's TM Moves
TM Move Type Pow/Acc
7 Pin Missile Physical 25 95

Inflicts regular damage. Hits 2–5 times in one turn.
Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

20 PP

14 Thunder Wave Status - 90

Paralyzes the target.

20 PP

16 Screech Status - 85

Lowers the target's Defense by two stages.

40 PP

17 Light Screen Status - -

Erects a barrier around the user's side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

30 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

28 Giga Drain Special 75 100

Giga Drain attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

10 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

40 Swift Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

52 Bounce Physical 85 85

Inflicts regular damage. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, and Twister still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

5 PP

62 Speed Swap Status - -

Exchanges the original Speed stats of the user and target.

10 PP

73 Cross Poison Physical 70 100

Inflicts regular damage. User's critical hit rate is one level higher when using this move. Has a 10% chance to poison the target.

20 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

80 Volt Switch Special 70 100

Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.
The user may be hit by Pursuit when it switches out, if it has been targeted and Pursuit has not yet been used.
This move may be used even if the user is under the effect of Ingrain. Ingrain's effect will end.

20 PP

82 Electroweb Special 55 95

Lowers the target's Speed by one stage.

15 PP


Joltik's TR Moves
TR Move Type Pow/Acc
8 Thunderbolt Special 90 100

Inflicts regular damage. Has a 10% chance to paralyze the target.

15 PP

12 Agility Status - -

Agility raises the user's Speed by +2 stages. Make it agile, baby.

30 PP

18 Leech Life Physical 80 100

Leech Life attacks for regular damage and heals the user's HP 50% of the damage inflicted on the target.

10 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

57 Poison Jab Physical 80 100

Inflicts regular damage. Has a 30% chance to poison the target.

20 PP

60 X-Scissor Physical 80 100

X-Scissor attacks for regular damage.

15 PP

61 Bug Buzz Special 90 100

Bug Buzz attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

65 Energy Ball Special 90 100

Energy Ball attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

80 Electro Ball Special - 100

Inflicts regular damage. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.
User's Speed | Power -------------------------------- | ----: Up to 2× the target's Speed | 60 Up to 3× the target's Speed | 80 Up to 4× the target's Speed | 120 More than 4× the target's Speed | 150

10 PP

86 Wild Charge Physical 90 100

Inflicts regular damage. User takes 1/4 the damage it inflicts in recoil.

15 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.