Competitive Information for Togedemaru (totem) [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for 000 000
Base Stats for Togedemaru-Totem

Electric / Steel

Abilities:
SturdySturdy: If this Pokemon is at full HP, it survives one hit with at least 1 HP. Immune to OHKO.


Evolutions / Family:
Togedemaru

Weakness Chart for Electric/Steel-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
  
0.5x
0.5x
0.5x
2x
2x
0.25x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
4x
0.5x
0.5x
0x
0.5x
0.5x
0.25x
  
¼x
½x
2x
4x

Movesets for Singles


What is a good competitive moveset for Togedemaru-totem? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Togedemaru is a sensational Electric and Steel-typed Pokemon. It's pretty common to see Togedemaru show up as a Sun/Moon opponent. Togedemaru is weak to Fighting, Fire, and Ground-typed attacks.


Species: Togedemaru-Totem
Item: Electrium Z / Focus Sash
Ability: Sturdy
Nature: Jolly (+Spe, -SpA)
Nature: Adamant (+Atk, -SpA)
EVs: 84 Hp / 252 Atk / 172 Spe
Moveset:
- Wild Charge / Zing Zap
- Iron Head
- Zen Headbutt / Return
- Poison Jab

Physical Sweeper Togedemaru-Totem (Sturdy)

Togedemaru is an outstanding Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. Focus Sash helps protect Togedemaru from being one-shotted and allowing it to atleast use a crucial move when brought out. With Sturdy, if Togedemaru is at full hp it survives one hit with at least 1 hp. immune to ohko. Zen Headbutt was added to provide additional threat coverage.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Zing Zap is a physical STAB-boosted 80-base power Electric-type move (30% chance to flinch the target).
Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
Zen Headbutt is a physical 80-base power Psychic-type move (20% chance to flinch the target).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Poison Jab is a physical 80-base power Poison-type move (30% chance to poison the target).


Movesets for Doubles


What is a good doubles moveset for Togedemaru-totem? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Togedemaru-Totem
Item: Electrium Z / Focus Sash
Ability: Sturdy
Nature: Jolly (+Spe, -SpA)
Nature: Adamant (+Atk, -SpA)
EVs: 84 Hp / 252 Atk / 172 Spe
Moveset:
- Wild Charge / Zing Zap
- Iron Head
- Zen Headbutt / Return
- Poison Jab

Doubles Physical Sweeper Togedemaru-Totem (Sturdy)

Togedemaru is a spectacular Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Focus Sash helps protect Togedemaru from being one-shotted and allowing it to atleast use a crucial move when brought out. With Sturdy, if Togedemaru is at full hp it survives one hit with at least 1 hp. immune to ohko. Zen Headbutt was added to provide additional threat coverage.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Zing Zap is a physical STAB-boosted 80-base power Electric-type move (30% chance to flinch the target).
Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
Zen Headbutt is a physical 80-base power Psychic-type move (20% chance to flinch the target).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Poison Jab is a physical 80-base power Poison-type move (30% chance to poison the target).


Movepool


Wondering what moves can Togedemaru-totem learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Covet
60
100%
25
If the user has no item, it steals the target's.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fell Stinger
50
100%
25
Raises user's Attack by 3 if this KOes the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Last Resort
140
100%
5
Fails unless each known move has been used.
Nuzzle
20
100%
20
100% chance to paralyze the target.
Payback
50
100%
10
Power doubles if the user moves after the target.
Pin Missile
25
95%
20
Hits 2-5 times in one turn.
Poison Jab
80
100%
20
30% chance to poison the target.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Spark
65
100%
20
30% chance to paralyze the target.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Tackle
40
100%
35
No additional effect.
Thief
60
100%
25
If the user has no item, it steals the target's.
U-turn
70
100%
20
User switches out after damaging the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Zing Zap
80
100%
10
30% chance to flinch the target.
After You
--
--
15
The target makes its move right after the user.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Spiky Shield
--
--
10
Protects from moves. Contact: loses 1/8 max HP.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Togedemaru-totem can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Togedemaru-totem

Create a build


Have an idea in mind for Togedemaru-totem that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



Hooh
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