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#0587

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

    Negates Electric moves and raises Speed by 1 stage

Learnable moves

46 moves
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Raises own evasiveness by 1

    Power Acc. PP 16
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Inflicts infatuation

    Power Acc. 100PP 16
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Switches out, passing stat changes to the replacement

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • Lowers target's Attack·Defense by 1

    Power Acc. 100PP 20
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Charges turn 1, hits turn 2 (instant in sun)

    Power 120Acc. 100PP 12
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
    Ball & bomb
  • 10% chance: paralysis

    Power 90Acc. 100PP 16
  • Inflicts paralysis

    Power Acc. 90PP 20
  • 30% chance: paralysis

    Power 110Acc. 70PP 12
  • Raises own Sp. Def by 1

    Power Acc. PP 20
  • 30% chance: paralysis

    Power 80Acc. 100PP 16
  • 70% chance: Raises own Sp. Atk by 1

    Power 50Acc. 90PP 12
  • More power the faster the user is than the target (max 150)

    Power Acc. 100PP 12
    Ball & bomb
  • User switches out after attacking

    Power 70Acc. 100PP 20
  • Lowers target's Speed by 1

    Power 55Acc. 95PP 16
  • Recoil: 25% of damage dealt

    Power 90Acc. 100PP 16
    Contact
  • Lowers target's Sp. Atk by 2

    Power Acc. 100PP 16
  • Inflicts paralysis

    Power 20Acc. 100PP 20
    Contact
  • Power 70Acc. 100PP 20
  • Restores 50% of max HP

    Power Acc. PP 8
  • 30% chance: flinch

    Power 75Acc. 95PP 16
    Slicing
  • Lowers the target's evasion by 1; clears hazards and mist

    Power Acc. PP 16
  • Double power if the user holds no item

    Power 55Acc. 100PP 16
    Contact
  • Hits 2 times

    Power 40Acc. 90PP 12
    Contact
  • Raises own Speed by 2

    Power Acc. PP 20
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Swaps Speed with the target

    Power Acc. PP 12
  • User switches out after attacking

    Power 70Acc. 100PP 20
    Contact
  • Lowers target's Speed by 1

    Power 50Acc. 100PP 20
    Contact
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • 30% chance: Lowers target's Defense by 1

    Power 100Acc. 75PP 16
    Contact
  • Lowers target's Attack by 2

    Power Acc. 100PP 20