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Emolga

Emolga
ElectricFlying

Height 0.4 m·Weight 5.0 kg

Base stats

HP
55
Atk
75
Def
60
SpA
75
SpD
60
Spe
103
Total428

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

* Hidden ability

  • Static

    30% chance to paralyze attackers on contact

  • Motor Drive

    immune to Electric-type moves · Speed +1 when hit by an Electric-type move

Learnable moves

46 moves
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • user's evasiveness +1

    PowerAcc.PP16
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • infatuation

    PowerAcc.100PP16
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • switches out, passing stat changes on

    PowerAcc.PP20
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • target's Attack/Defense −1

    PowerAcc.100PP20
  • steals the target's held item

    Power60Acc.100PP20
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • rain for 5 turns

    PowerAcc.PP8
  • charges one turn, fires the next · instant in sun

    Power120Acc.100PP12
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
    Ball & bomb
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • user's Sp. Def +1

    PowerAcc.PP20
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • paralysis

    Power20Acc.100PP20
    Contact
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • restores 1/2 of max HP · loses Flying type this turn

    PowerAcc.PP8
  • 30% chance: flinch

    Power75Acc.95PP16
    Slicing
  • target's evasiveness −1 · clears hazards, screens, and mist on both sides

    PowerAcc.Sure-hitPP16
  • no held item: power ×2

    Power55Acc.100PP16
    Contact
  • hits 2 times

    Power40Acc.90PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • swaps Speed with the target

    PowerAcc.Sure-hitPP12
  • user switches out after attacking

    Power70Acc.100PP20
    Contact
  • target's Speed −1

    Power50Acc.100PP20
    Contact
  • target can use only damaging moves for 3 turns

    PowerAcc.100PP20
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • target's Attack −2

    PowerAcc.100PP20