Competitive Information for Togedemaru [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Togedemaru togedemaru
Base Stats for Togedemaru

Electric / Steel

Abilities:
Lightning RodLightning Rod: This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
,
SturdySturdy: If this Pokemon is at full HP, it survives one hit with at least 1 HP. Immune to OHKO.
,
Iron BarbsIron Barbs: Pokemon making contact with this Pokemon lose 1/8 of their max HP.


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


Visit Smogon's Pokedex for more competitive movesets for TogedemaruVisit Serebii's Pokedex for location, breeding, and other game details about TogedemaruVisit Bulbapedia for more information about TogedemaruVisit Pikalytics for competitive usage stats on Togedemaru

Movesets for Singles


What is a good competitive moveset for Togedemaru? 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.


Common team mates for Togedemaru in Pokemon Sun/Moon:

Lopunny-MegaFerrothornXatuBlisseyReuniclusAzumarillWhimsicottCresseliaGigalithUxieMarowak-AlolaVanilluxe


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


Species: Togedemaru
Item: Shell Bell / Leftovers
Ability: Sturdy
Nature: Timid (+Spe, -Atk)
EVs: 252 Hp / 4 SpD / 252 Spe
Moveset:
- Fake Out
- Endeavor
- Spiky Shield
- Toxic

Support Togedemaru (Popular/Trending)

Togedemaru is a spectacular Support. Leftovers are always a great recovery option to ensure Togedemaru last longer regaining it's healthiness every turn. With Sturdy, if Togedemaru is at full hp it survives one hit with at least 1 hp. immune to ohko.

Fake Out is a physical priority-increased 40-base power Normal-type move (hits first. first turn out only. 100% flinch chance).
Endeavor is a physical 0-base power Normal-type move (lowers the target's hp to your Togedemaru's hp).
Spiky Shield is a status move (protects from moves. contact: loses 1/8 max hp).
Toxic is a status move (badly poisons the target; Note: Poison types can't miss with Toxic).




Species: Togedemaru
Item: Electrium Z / Air Balloon
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Wild Charge / Zing Zap
- Iron Head
- Return
- Poison Jab

Physical Sweeper Togedemaru (Lightning Rod)

Togedemaru is pretty popular Physical Sweeper. It 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. Life Orb boosts the power of Togedemaru's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Togedemaru draws electric moves to itself to raise sp. atk by 1; electric immunity.

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).
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? 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.


Common team mates for Togedemaru in Pokemon Sun/Moon:

Lopunny-MegaFerrothornXatuBlisseyReuniclusAzumarillWhimsicottCresseliaGigalithUxieMarowak-AlolaVanilluxe


Species: Togedemaru
Item: Electrium Z / Air Balloon
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Wild Charge / Zing Zap
- Iron Head
- Return
- Poison Jab

Doubles Physical Sweeper Togedemaru (Lightning Rod)

Togedemaru is a pretty decent Physical Sweeper. It is primarily 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. Life Orb boosts the power of Togedemaru's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Togedemaru draws electric moves to itself to raise sp. atk by 1; electric immunity.

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).
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 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.
Disarming Voice
40
--
15
This move does not check accuracy. Hits foes.
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.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Fell Stinger
50
100%
25
Raises user's Attack by 3 if this KOes the target.
Flail
--
100%
15
More power the less HP the user has left.
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.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
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.
Twineedle
25
100%
20
Hits 2 times. Each hit has 20% chance to poison.
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.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
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.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.
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 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

Create a build


Have an idea in mind for Togedemaru 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.



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