Togedemaru (Totem) artwork
#777

Togedemaru (Totem)

ElectricSteel
All data Standard/Form Gen 7

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Togedemaru (Totem) reads as a physical attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outFire, Fighting, Ground

These attack types are the first danger check before adding it to a team.

Battle Stats

HP65Atk98Def63Sp.Atk40Sp.Def73Speed96total435
HP 65
Atk 98
Def 63
Sp.Atk 40
Sp.Def 73
Speed 96
Type Check

What scares Togedemaru (Totem)?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
FireFightingGround
Resists
NormalElectricGrassIceFlyingPsychicBugRockDragonSteelFairy
Immune to
Poison

Abilities / Passives

Passive effect

Iron Barbs

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Lightning Rod

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Sturdy

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Fake Out
Physical · Normal PP 12

This attack hits first and makes the target flinch. It works only on the first turn each time the user enters battle.

Electroweb
Special · Electric PP 16

The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.

Iron Head
Physical · Steel PP 16

The user slams the target with its steel-hard head. Has a 20% chance of making the target flinch.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Volt Switch
Special · Electric PP 20

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Poison Jab
Physical · Poison PP 20

The target is stabbed with a tentacle, an arm, or the like steeped in poison. This may also poison the target.

Encore
Status · Normal Acc - · PP 8

The user compels the target to keep using the move it encored for three turns.

Spiky Shield
Status · Grass Pow - · Acc - · PP 12

In addition to protecting the user from attacks, this move also damages any attacker that makes direct contact.

After You
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Bounce
Damage

Used to take knockouts or put enemies into finishing range.

Charge
Damage

Used to take knockouts or put enemies into finishing range.

Charge Beam
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Covet
Damage

Used to take knockouts or put enemies into finishing range.

Defense Curl
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (68 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources