Togedemaru • Generation VIII Pokédex

Togedemaru
Pokédex Page for Togedemaru

This is the Marriland Pokédex page for Togedemaru, showing its information and moves in Pokémon Sword & Shield. Togedemaru is not available in Pokémon Brilliant Diamond or Shining Pearl and cannot be used in or sent to those versions.

Togedemaru

Togedemaru
Sprite of Togedemaru in Pokémon HOME

Togedemaru's Type

ELECTRIC
STEEL

Togedemaru's Pokédex #s

National #
777
Galar #
348
Armor #
--
Crown #
--

Togedemaru's Base Stats

HP:
65
Attack:
98
Defense:
63
Sp. Atk:
40
Sp. Def:
73
Speed:
96
Total:
435

Misc. Info

Height:
1'0" (0.3m)
Weight:
7.3 lbs. (3.3 kg)
Gender Ratio:
Egg Groups:
Field / Fairy
EXP At Lv. 100:
1,000,000
EV Yield:
2 Attack
Base EXP:
152
Catch Rate:
180
Base Happiness:
70

Togedemaru's Abilities

Here are what abilities Togedemaru can possibly have, along with their effects.
Iron Barbs
When Togedemaru is damaged by a contact move, the attacker takes 1/8 its maximum HP in damage afterwards.
Lightning Rod
Draws in Electric moves to Togedemaru, which prevents their damage and raises Togedemaru's Special Attack by one stage.
Sturdy
If Togedemaru has full HP and would be knocked out by a single hit, it survives with 1 HP. Also protects against OHKO moves.

Weaknesses & Resistances

Below is a list of what Togedemaru's weakness and resistance is to various types.
GROUND
FIRE
FIGHTING
½
NORMAL
ELECTRIC
GRASS
ICE
PSYCHIC
BUG
ROCK
DRAGON
FAIRY
¼
FLYING
STEEL
immune
POISON

Togedemaru's Evolution Line

Togedemaru does not evolve into any other known or available Pokémon.

Togedemaru's Moves in Sword & Shield

Below is a list of all of the moves that Togedemaru can learn, along with what level it learns the move, the TM or TR number, and what egg moves it can learn, if any. Hover over a move (desktop/laptop) or click the ? button next to the move (mobile/tablet) to find out more about the move.

Level Up Moves

Here are all of the moves Togedemaru learns via level up. Anything marked "Evo." means it learns it upon evolving. If the level is 1, it can be relearned at a Pokémon Center.
Lv. Move Type Category Power Acc.% PP Target Info
1
Nuzzle
Has a 100% chance to paralyze the target.
ELECTRIC
PHYSICAL
20 100% 20 One Target
1
Tackle
Damages the target.
NORMAL
PHYSICAL
40 100% 35 One Target
5
Defense Curl
Raises Togedemaru's Defense by one stage. Rollout and Ice Ball do double damage.
NORMAL
STATUS
-- -- 40 User
10
Charge
Raises Togedemaru's Special Defense by one stage and doubles the power of its Electric moves next turn.
ELECTRIC
STATUS
-- -- 20 User
15
Thunder Shock
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
40 100% 30 One Target
20
Fell Stinger
If the target is knocked out by Fell Stinger, it raises Togedemaru's Attack by two stages.
BUG
PHYSICAL
50 100% 25 One Target
25
Spark
Has a 30% chance to paralyze the target.
ELECTRIC
PHYSICAL
65 100% 20 One Target
30
Pin Missile
Hits the target two to five times in a row.
BUG
PHYSICAL
25 95% 20 One Target
35
Magnet Rise
Togedemaru becomes immune to Ground-type moves and effects for the next 5 turns.
ELECTRIC
STATUS
-- -- 10 User
40
Zing Zap
Has a 30% chance of causing the target to flinch.
ELECTRIC
PHYSICAL
80 100% 10 One Target
45
Discharge
Has a 30% chance to paralyze all nearby Pokémon.
ELECTRIC
SPECIAL
80 100% 15 All But Self
50
Electric Terrain
Activates Electric Terrain for 5 turns, which prevents non-airborne Pokémon from falling asleep and powers up Electric-type moves by 50%.
ELECTRIC
STATUS
-- -- 10 Entire Field
55
Wild Charge
Togedemaru takes 25% of Wild Charge's damage as recoil damage.
ELECTRIC
PHYSICAL
90 100% 15 One Target
60
Spiky Shield
Protects Togedemaru from damaging attacks for a turn. If blocking a contact move, damages the attacker by 1/8 its max HP. Low chance of working on consecutive turns.
GRASS
STATUS
-- -- 10 User

TM Moves

Here are all of the moves that Togedemaru can learn via TM (Technical Machine). These moves can be taught an unlimited number of times once the TM is obtained.
TM Move Type Category Power Acc.% PP Target Info
TM07
Pin Missile
Hits the target two to five times in a row.
BUG
PHYSICAL
25 95% 20 One Target
TM08
Hyper Beam
Requires a turn to recharge (unless it misses).
NORMAL
SPECIAL
150 90% 5 One Target
TM09
Giga Impact
Requires a turn to recharge (unless it misses).
NORMAL
PHYSICAL
150 90% 5 One Target
TM14
Thunder Wave
Paralyzes the target.
ELECTRIC
STATUS
-- 90% 20 One Target
TM18
Reflect
Reduces damage from Physical-based moves for 5 turns.
PSYCHIC
STATUS
-- -- 20 User's Field
TM21
Rest
Togedemaru restores its HP to full and falls asleep for two turns.
PSYCHIC
STATUS
-- -- 10 User
TM23
Thief
Damages the target and steals its held item.
DARK
PHYSICAL
60 100% 25 One Target
TM24
Snore
Can only be used while asleep. 30% chance of making the target flinch.
NORMAL
SPECIAL
50 100% 15 One Target
TM25
Protect
Protects Togedemaru from attacks for a turn. Low chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TM31
Attract
Infatuates Pokémon of the opposite gender.
NORMAL
STATUS
-- 100% 15 One Target
TM39
Facade
Does double damage if Togedemaru is poisoned, burned, or paralyzed.
NORMAL
PHYSICAL
70 100% 20 One Target
TM40
Swift
Doesn't miss all nearby enemies.
NORMAL
SPECIAL
60 -- 20 Nearby Enemies
TM41
Helping Hand
Increases the power of ally Pokémon's moves for the rest of the turn.
NORMAL
STATUS
-- -- 20 Ally
TM52
Bounce
Can't be hit on the first turn, attacks on the second turn. Has a 30% chance of paralyzing the target.
FLYING
PHYSICAL
85 85% 5 One Target
TM56
U-turn
Forces Togedemaru to switch out after dealing damage.
BUG
PHYSICAL
70 100% 20 One Target
TM57
Payback
Does double damage if Togedemaru attacks after the target.
DARK
PHYSICAL
50 100% 10 One Target
TM58
Assurance
Does double damage if the target was already damaged this turn.
DARK
PHYSICAL
60 100% 10 One Target
TM59
Fling
Throws Togedemaru's held item. Type and power depend on the item.
DARK
PHYSICAL
varies 100% 10 One Target
TM76
Round
Deals double damage if Round has already been used and causes any other Pokémon using Round to use it immediately afterward.
NORMAL
SPECIAL
60 100% 15 One Target
TM80
Volt Switch
Forces Togedemaru to switch out after dealing damage.
ELECTRIC
SPECIAL
70 100% 20 One Target
TM82
Electroweb
Lowers all nearby enemies' Speed by one stage.
ELECTRIC
SPECIAL
55 95% 15 Nearby Enemies
TM90
Electric Terrain
Activates Electric Terrain for 5 turns, which prevents non-airborne Pokémon from falling asleep and powers up Electric-type moves by 50%.
ELECTRIC
STATUS
-- -- 10 Entire Field
TM93
Eerie Impulse
Lowers the target's Special Attack by two stages.
ELECTRIC
STATUS
-- 100% 15 One Target

TR Moves

Here are all of the moves that Togedemaru can learn via TR (Technical Record). These moves can be taught only once per TR, but TRs can be obtained in the Wild Area and other locations.
TR Move Type Category Power Acc.% PP Target Info
TR08
Thunderbolt
Has a 10% chance to paralyze the target.
ELECTRIC
SPECIAL
90 100% 15 One Target
TR09
Thunder
30% chance of paralyzing the target. 100% accuracy in the rain and 50% accuracy in sunny weather.
ELECTRIC
SPECIAL
110 70% 10 One Target
TR12
Agility
Raises Togedemaru's Speed by two stages.
PSYCHIC
STATUS
-- -- 30 User
TR20
Substitute
Costs 25% of Togedemaru's max HP. Sets up a Substitute to block effects and damage.
NORMAL
STATUS
-- -- 10 User
TR21
Reversal
Does more damage when Togedemaru's HP is low.
FIGHTING
PHYSICAL
varies 100% 15 One Target
TR26
Endure
Will survive any hit with at least 1 HP left this turn. 50% chance of working on consecutive turns.
NORMAL
STATUS
-- -- 10 User
TR27
Sleep Talk
Can only be used while asleep. Uses one of Togedemaru's moves at random.
NORMAL
STATUS
-- -- 10 User
TR30
Encore
Forces the target to use its recent move for a few turns.
NORMAL
STATUS
-- 100% 5 One Target
TR31
Iron Tail
30% chance of lowering the target's Defense by one stage.
STEEL
PHYSICAL
100 75% 15 One Target
TR52
Gyro Ball
Does more damage based on how much lower Togedemaru's Speed is compared to the target's.
STEEL
PHYSICAL
varies 100% 5 One Target
TR57
Poison Jab
Has a 30% chance to poison the target.
POISON
PHYSICAL
80 100% 20 One Target
TR69
Zen Headbutt
Has a 20% chance of causing the target to flinch.
PSYCHIC
PHYSICAL
80 90% 15 One Target
TR74
Iron Head
Has a 30% chance of causing the target to flinch.
STEEL
PHYSICAL
80 100% 15 One Target
TR77
Grass Knot
Does more damage depending on how heavy the target is.
GRASS
SPECIAL
varies 100% 20 One Target
TR80
Electro Ball
Power ranges from 60–150 based on Togedemaru's Speed vs. the target's.
ELECTRIC
SPECIAL
varies 100% 10 One Target
TR85
Work Up
Raises Togedemaru's Attack and Special Attack by one stage.
NORMAL
STATUS
-- -- 30 User
TR86
Wild Charge
Togedemaru takes 25% of Wild Charge's damage as recoil damage.
ELECTRIC
PHYSICAL
90 100% 15 One Target

Egg Moves

Here are all of the moves that Togedemaru can learn as Egg Moves. In the case of evolved Pokémon, it shows what Egg Moves it can learn in its lowest evolutionary stage. Click the word EGG to find compatible breeding Pokémon to get that Egg Move onto Togedemaru.
Move Type Category Power Acc.% PP Target Info
EGG
Present
Has 40, 80, or 120 power, or heals the target.
NORMAL
PHYSICAL
varies 90% 15 One Target
EGG
Wish
Heals whichever Pokémon is out by 50% of Togedemaru's max HP at the end of the next turn.
NORMAL
STATUS
-- -- 10 User
EGG
Fake Out
+3 priority. 100% chance of making the target flinch. Fails unless used on the first turn Togedemaru is sent out.
NORMAL
PHYSICAL
40 100% 10 One Target
EGG
Tickle
Lowers the target's Attack and Defense by one stage.
NORMAL
STATUS
-- 100% 20 One Target
EGG
Flail
Does more damage when Togedemaru's HP is low.
NORMAL
PHYSICAL
varies 100% 15 One Target
EGG
Disarming Voice
Doesn't miss all nearby enemies.
FAIRY
SPECIAL
40 -- 15 Nearby Enemies

Move Tutor Moves

Here are all of the moves that Togedemaru can learn from Move Tutors. Most of these require the Expansion Pass and can be found in the Isle of Armor's Dojo, costing some Armorite Ore to teach. However, there are a few moves that can be taught aside from this.
Move Type Category Power Acc.% PP Target Info
TUTOR
Rising Voltage
If used during Electric Terrain, Rising Voltage does double damage.
ELECTRIC
SPECIAL
70 100% 20 One Target
TUTOR
Steel Roller
Steel Roller fails if used while there is no Terrain in effect. After doing damage, any active Terrain effect is removed.
STEEL
PHYSICAL
130 100% 5 One Target

Togedemaru's Detailed Stats

Below you'll find a more detailed table containing Togedemaru's calculated stats, which are the stats that you actually see displayed in game. These are affected by a variety of things, such as level, Effort Values (EVs), Individual Values (IVs), and Togedemaru's Nature.

By default, the stats you see in the table below show four different possibilities, all assuming Togedemaru is level 100: its stats with 0 EVs, 252+ (max) EVs, 0 IVs, and 31 (max) IVs. Nature is not shown by default, so its maximum is 10% higher than shown here, and minium 10% lower.
Stats at
level 100
0 EVs 252+ EVs Base Stat
Min Max Min Max
HP
240 271 303 334 65
Attack
201 232 264 295 98
Defense
131 162 194 225 63
Sp. Atk
85 116 148 179 40
Sp. Def
151 182 214 245 73
Speed
197 228 260 291 96
Total
435

Where to Find Togedemaru in Sword & Shield

If you're looking for where to find Togedemaru, you'll find the various methods listed down below, along with any notes or special locations. This should help you figure out how to get Togedemaru in Pokémon Sword & Shield. (Currently this does not show most "strong" static encounters or Max Raid Battles.)

Special Ways to Get Togedemaru

Catchable (with Hidden Ability) during Dynamax Adventures in Crown Tundra (DLC), level 65.

Togedemaru in the Wild

Galar Route 8

Overworld Encounters
Any Weather
5% Lv. 39-41

Lake of Outrage

Random Encounters
Normal Weather
Norm.
Overcast
Over.
Raining
Rain
Thunderstorm
Strm.
Intense Sun
Sun
Snowing
Snow
Blizzard
Bliz.
Sandstorm
Sand.
Heavy Fog
Fog
-- -- -- -- -- -- 13% -- --
Lv. 50-52

Pokédex Entries for Togedemaru

Generation 8 Pokédex Entries

Sword
With the long hairs on its back, this Pokémon takes in electricity from other electric Pokémon. It stores what it absorbs in an electric sac.
Shield
When it's in trouble, it curls up into a ball, makes its fur spikes stand on end, and then discharges electricity indiscriminately.

Generation 7 Pokédex Entries

Sun
The spiny fur on its back is normally at rest. When this Pokémon becomes agitated, its fur stands on end and stabs into its attackers.
Moon
The long hairs on its back act as lightning rods. The bolts of lightning it attracts are stored as energy in its electric sac.
Ultra Sun
When it's surprised or agitated, the 14 fur spikes on its back will stand up involuntarily.
Ultra Moon
Its capacity to produce electricity is somewhat limited, so it gets charged up by letting lightning strike it!
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