Togekiss #468 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Jubilee Pokémon

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

Abilities

1: Hustle

2: Serene Grace

Super Luck (hidden)

Abilities

Breeding

Egg groups : Flying and Fairy

Hatch time : 2570 steps (10 egg cycles)

Growth rate : Fast

Gender ratio : 87.5%, 12.5%


In the Wild

Catch rate : 30 (3.9% with Poké Ball & full HP)

Held item : None

EVs given : 2 Sp. Atk, 1 Sp. Def EVs (Effort Values) gained when fainting Togekiss

Exp. given : 245 Exp. points Experience points gained in battle when fainting Togekiss


Species

Height : 1.5 m / 4'11" Togekiss' height in meters / feet'inches"

Weight : 38 kg / 83.79 lbs. Togekiss' weight in kilograms / pounds

Japanese : トゲキッス (Togekiss) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 545


Competitive

Introduced in : Diamond & Pearl / Sinnoh / Generation 4 {{ activeForm.introducedIn }}


Togekiss' Type Defenses

Weaknesses

Immunities

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!

Togekiss' Evolutions
Togepi

Togepi #175

Level up with high Friendship

Togetic

Togetic #176

Use item: Shiny Stone

Togekiss

Togekiss #468


Togekiss' Level Up Moves
Lvl Move Type Pow/Acc
1 Growl Status - 100

The user growls at the opponent, lowering their attack by one stage.

40 PP

1 Metronome Status - -

Selects any move at random and uses it. Moves the user already knows are not eligible. Assist, meta, protection, and reflection moves are also not eligible; specifically, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Wide Guard will not be selected by this move.
This move cannot be copied by Mimic or Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

1 Sweet Kiss Status - 75

Confuses the target.

10 PP

1 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

1 Safeguard Status - -

Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field.
If Yawn is used while this move is in effect, it will immediately fail.
Defog used by an opponent will end this effect.
This effect does not prevent the confusion caused by Outrage, Petal Dance, or Thrash.

25 PP

1 Baton Pass Status - -

User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.
The following move effects are passed:
* Aqua Ring * both the user's and target's effect of Block, Mean Look, and Spider Web * the curse effect of Curse * Embargo * Focus Energy or an activated Lansat Berry * Gastro Acid * Ingrain * being sapped by Leech Seed * being targeted by Lock On or Mind Reader * Magnet Rise * Perish Song's counter * Power Trick * Substitute; the doll's HP is unchanged
The replacement Pokémon does not trigger effects that respond to Pokémon switching in.

40 PP

1 Follow Me Status - -

Until the end of this turn, any moves that opposing Pokémon target solely at the user's ally will instead target the user. If both Pokémon on the same side of the field use this move on the same turn, the Pokémon that uses it last will become the target.
This effect takes priority over Lightning Rod and Storm Drain.
If the user's ally switches out, opposing Pokémon may still hit it with Pursuit.
This move cannot be selected by Assist or Metronome.

+2 Priority

20 PP

1 Wish Status - -

At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user's max HP. If the user faints or is forcefully switched by Roar or Whirlwind, this effect will not activate.

10 PP

1 Yawn Status - -

Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers. If the target leaves the field, this effect is canceled. If the target has a status effect when this move is used, this move will fail.
If the target is protected by Safeguard when this move is used, this move will fail.
Insomnia and Vital Spirit prevent the sleep if the target has either at the end of the next turn, but will not cause this move to fail on use.

10 PP

1 After You Status - -

The target will act next this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.

15 PP

1 Life Dew Status - 100

The user scatters mysterious water around and restores the HP of itself and its ally Pokémon in the battle.

10 PP

1 Pound Physical 40 100

Pound attacks for regular damage.

35 PP

1 Double-Edge Physical 120 100

Double-Edge attacks for regular damage and the user takes 1/3 of the damage it inflicts in recoil.

15 PP

1 Sky Attack Physical 140 90

Inflicts regular damage. User charges for one turn before attacking. Critical hit chance is one level higher than normal. Has a 30% chance to make the target flinch.
This move cannot be selected by Sleep Talk.

5 PP

1 Extreme Speed Physical 80 100

Attacks for regular damage.

+2 Priority

5 PP

1 Last Resort Physical 140 100

Inflicts regular damage. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail.

5 PP

1 Tri Attack Special 80 100

Inflicts regular damage. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.

10 PP

1 Ancient Power Special 60 100

Ancient Power inflicts regular damage to the target and has a 10% chance to raise all of the user's stats by +1 stage each. Let's just hope you get it.

5 PP

1 Aura Sphere Special 80 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

1 Fairy Wind Special 40 100

Fairy Wind attacks for regular damage.

30 PP


Togekiss' Breeding Moves
Move Type Pow/Acc
Morning Sun Status - -

Heals the user for half its max HP.
During Sunny Day, the healing is increased to 2/3 max HP.
During Hail, Rain Dance, or Sandstorm, the healing is decreased to 1/4 max HP.

5 PP

Psycho Shift Status - 100

If the user has a major status effect and the target does not, the user's status is transferred to the target.

10 PP

Peck Physical 35 100

Peck attacks for regular damage.

35 PP

Present Physical - 90

Randomly uses one of the following effects.
Effect | Chance -------------------------------------------------- | -----: Inflicts regular damage with 40 power | 40% Inflicts regular damage with 80 power | 30% Inflicts regular damage with 120 power | 10% Heals the target for 1/4 its max HP | 20%
On average, this move inflicts regular damage with 52 power and heals the target for 1/20 its max HP.

15 PP

Aerial Ace Physical 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

Extrasensory Special 80 100

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

20 PP


Togekiss' TM Moves
TM Move Type Pow/Acc
0 Mega Punch Physical 80 85

Mega Punch attacks for regular damage.

20 PP

1 Mega Kick Physical 120 75

Mega Kick attacks for regular damage.

5 PP

6 Fly Physical 90 95

Inflicts regular damage. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind 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.

15 PP

8 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

9 Giga Impact Physical 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

10 Magical Leaf Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

11 Solar Beam Special 120 100

Inflicts regular damage. User charges for one turn before attacking.
During Sunny Day, the charge turn is skipped.
During Hail, Rain Dance, or Sandstorm, power is halved.
This move cannot be selected by Sleep Talk.

10 PP

14 Thunder Wave Status - 90

Paralyzes the target.

20 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

18 Reflect Status - -

Erects a barrier around the user's side of the field that reduces damage from physical 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.

20 PP

19 Safeguard Status - -

Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field.
If Yawn is used while this move is in effect, it will immediately fail.
Defog used by an opponent will end this effect.
This effect does not prevent the confusion caused by Outrage, Petal Dance, or Thrash.

25 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

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

29 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

30 Steel Wing Physical 70 90

Inflicts regular damage. Has a 10% chance to raise the user's Defense one stage.

25 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

34 Sunny Day Status - -

Changes the weather to sunshine for five turns, during which Fire moves inflict 50% extra damage, and Water moves inflict half damage.
If the user is holding Heat Rock, this effect lasts for eight turns.
Pokémon cannot become frozen.
Thunder has 50% accuracy.
Solar Beam skips its charge turn.
Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's max HP.
Pokémon with Chlorophyll have doubled original Speed.
Pokémon with Forecast become Fire.
Pokémon with Leaf Guard are not affected by major status effects.
Pokémon with Flower Gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%.
Pokémon with Dry Skin lose 1/8 max HP at the end of each turn.
Pokémon with Solar Power have their original Special Attack raised by 50% but lose 1/8 their 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

41 Helping Hand Status - -

Boosts the power of the target's moves by 50% until the end of this turn.
This move cannot be copied by Mirror Move, nor selected by Assist or Metronome.

+5 Priority

20 PP

43 Brick Break Physical 75 100

Destroys any Light Screen or Reflect on the target's side of the field, then inflicts regular damage.

15 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

59 Fling Physical - 100

Inflicts regular damage. Power and type are determined by the user's held item. The item is consumed. If the user is not holding an item, or its item has no set type and power, this move will fail.
This move ignores Sticky Hold.
If the user is under the effect of Embargo, this move will fail.

10 PP

63 Drain Punch Physical 75 100

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

10 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

79 Retaliate Physical 70 100

Inflicts regular damage. If a friendly Pokémon fainted on the previous turn, this move has double power.

5 PP

87 Draining Kiss Special 50 100

Deals regular damage. Drains 75% of the damage inflicted to heal the user.

10 PP

92 Mystical Fire Special 75 100

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

10 PP

95 Air Slash Special 75 95

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

15 PP

96 Smart Strike Physical 70 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

10 PP


Togekiss' TR Moves
TR Move Type Pow/Acc
1 Body Slam Physical 85 100

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

15 PP

2 Flamethrower Special 90 100

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

15 PP

11 Psychic Special 90 100

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

10 PP

14 Metronome Status - -

Selects any move at random and uses it. Moves the user already knows are not eligible. Assist, meta, protection, and reflection moves are also not eligible; specifically, Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Quick Guard, Sketch, Sleep Talk, Snatch, Struggle, Switcheroo, Thief, Trick, and Wide Guard will not be selected by this move.
This move cannot be copied by Mimic or Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

15 Fire Blast Special 110 85

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

5 PP

17 Amnesia Status - -

Raises the user's Special Defense by two stages.

20 PP

19 Tri Attack Special 80 100

Inflicts regular damage. Has a 20% chance to burn, freeze, or paralyze the target. One of these effects is selected at random; they do not each have independent chances to occur.

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

25 Psyshock Special 80 100

Inflicts regular damage. Damage calculation always uses the target's Defense, regardless of this move's damage class.

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

29 Baton Pass Status - -

User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.
The following move effects are passed:
* Aqua Ring * both the user's and target's effect of Block, Mean Look, and Spider Web * the curse effect of Curse * Embargo * Focus Energy or an activated Lansat Berry * Gastro Acid * Ingrain * being sapped by Leech Seed * being targeted by Lock On or Mind Reader * Magnet Rise * Perish Song's counter * Power Trick * Substitute; the doll's HP is unchanged
The replacement Pokémon does not trigger effects that respond to Pokémon switching in.

40 PP

30 Encore Status - 100

The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, Struggle will be used instead. This effect ends if the selected move runs out of PP.
If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target's last used move was Encore, Mimic, Mirror Move, Sketch, Struggle, or Transform, this move will fail.

5 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

34 Future Sight Special 120 100

Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

35 Uproar Special 90 100

Inflicts regular damage. User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends.
Pokémon cannot use Rest during this effect.
This move cannot be selected by Sleep Talk.

10 PP

36 Heat Wave Special 95 90

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

10 PP

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

42 Hyper Voice Special 90 100

Hyper Voice attacks for regular damage.

10 PP

56 Aura Sphere Special 80 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

68 Nasty Plot Status - -

Raises the user's Special Attack by two stages.

20 PP

69 Zen Headbutt Physical 80 90

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

77 Grass Knot Special - 100

Inflicts regular damage. Power increases with the target's weight in kilograms, to a maximum of 120.
Target's weight | Power --------------- | ----: Up to 10kg | 20 Up to 25kg | 40 Up to 50kg | 60 Up to 100kg | 80 Up to 200kg | 100 Above 200kg | 120

20 PP

82 Stored Power Special 20 100

Inflicts regular damage. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×.

10 PP

83 Ally Switch Status - -

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2 Priority

15 PP

85 Work Up Status - -

Raises the user's Attack and Special Attack by one stage each.

30 PP

90 Play Rough Physical 90 90

Inflicts regular damage. Has a 10% chance to lower the target's Attack by one stage.

10 PP

92 Dazzling Gleam Special 80 100

Dazzling Gleam attacks for regular damage.

10 PP


Moves learned upon evolving
Move Type Pow/Acc
Air Slash Special 75 95

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

15 PP


Locations

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