The Cave of Dragonflies ASB Database

Xurkitree

Electric
Speed
83
Gender
Genderless
Population
0

Abilities

Beast Boost

None

Type matchups

Weak to (1.5×)
Ground
Resistant to (0.67×)
ElectricFlyingSteel
Immune to (0×)
None

Evolution

Xurkitree

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Bind Normal Physical 15 2% 85%

Traps the target and deals 1% damage after each action for 4-5 actions.

Brutal Swing Dark Physical 60 3% 100%

Deals damage. No other effect.

Calm Mind Psychic 2%

Raises the user's Special Attack and Special Defense by one stage.

Charge Electric 4%

Doubles the base power of the user's next Electric-type move and raises its Special Defense by one stage.

Charge Beam Electric Special 50 4% 90%

Has a 70% chance to raise the user's Special Attack by one stage.

Confide Normal 1%

Lowers the target's Special Attack by one stage.

Dazzling Gleam Fairy Special 80 4% 100%

Deals damage. No other effect.

Discharge Electric Special 80 5% 100%

Has a 30% chance to paralyze each target.

Double Team Normal *

Produces a number of illusory clones which act as decoys for single-target moves.

Eerie Impulse Electric 2% 100%

Lowers the target's Special Attack by two stages.

Electric Terrain Electric 5%

For six actions, prevents Pokémon on the ground from sleeping and raises their Electric-type moves' base power by 20.

Electroweb Electric Special 55 4% 95%

Has a 100% chance to lower each target's Speed by one stage.

Energy Ball Grass Special 90 5% 100%

Has a 10% chance to lower the target's Special Defense by one stage.

Facade Normal Physical 70 4% 100%

Base power is doubled if the user has a major status ailment, excluding sleep.

Fling Dark Physical * * 100%

Throws the user's held item at the target. Base power and energy cost depend on the item.

Frustration Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Giga Impact Normal Physical 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Grass Knot Grass Special * * 100%

Base power and energy cost depend on the target's weight.

Gravity Psychic 4%

For five actions, prevents Pokémon from flying or levitating and lowers their Evasion by two levels.

Hidden Power Normal Special 60 3% 100%

Type is randomized per Pokémon per battle.

Hyper Beam Normal Special 150 9% 90%

Requires an action to recharge. Can be used in one action for 3% extra energy.

Hypnosis Psychic 2% 60%

Puts the target to sleep.

Ingrain Grass 5%

Heals 1% of the user's health after each action, but roots it in place.

Ion Deluge Electric 4% +1

Changes Normal-type moves to Electric-type moves for three actions.

Light Screen Psychic *

Halves damage taken from special moves for five actions.

Magic Coat Psychic 4% +4

Reflects moves in the "reflectable" category back at their user.

Magnet Rise Electric 4%

Grants the user Levitate for five actions in addition to all other abilities.

Nature Power Normal *

Uses another move depending on the arena.

Power Whip Grass Physical 120 7% 85%

Deals damage. No other effect.

Protect Normal * +4

Protects the user against all moves this action.

Rain Dance Water 5%

Changes the weather to rain for nine actions.

Reflect Psychic *

Halves damage taken from physical moves for five actions.

Rest Psychic *

Puts the user to sleep and fully heals it over three actions.

Return Normal Physical * * 100%

Base power and energy cost vary with the user's mood.

Round Normal Special 60 3% 100%

Has double power if used by multiple Pokémon in one action.

Shock Wave Electric Special 60 3%

Never misses.

Signal Beam Bug Special 75 4% 100%

Has a 10% chance to confuse the target.

Sleep Talk Normal *

Randomly uses any move the user has used since entering battle. Only works while asleep.

Snore Normal Special 50 4% 100%

Has a 30% chance to make the target flinch. Only works while asleep.

Solar Beam Grass Special 120 7% 100%

Requires an action to charge. Can be used in one action for 3% extra energy.

Spark Electric Physical 65 5% 100%

Has a 30% chance to paralyze the target.

Substitute Normal *

Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.

Sunny Day Fire 5%

Changes the weather to strong sunlight for nine actions.

Swagger Normal 3% 85%

Confuses the target and raises its Attack by two stages.

Tail Glow Bug 3%

Raises the user's Special Attack by three stages.

Thunder Electric Special 110 8% 70%

Has a 30% chance to paralyze the target.

Thunderbolt Electric Special 90 5% 100%

Has a 10% chance to paralyze the target.

Thunder Punch Electric Physical 75 4% 100%

Has a 10% chance to paralyze the target.

Thunder Shock Electric Special 40 2% 100%

Has a 10% chance to paralyze the target.

Thunder Wave Electric 4% 90%

Severely paralyzes the target.

Toxic Poison 4% 90%

Badly poisons the target. Never misses if the user is Poison-type.

Volt Switch Electric Special 70 4% 100%

Makes the user switch out.

Wild Charge Electric Physical 90 5% 100%

Deals recoil damage to the user equal to 1/4 the damage dealt.

Wrap Normal Physical 15 2% 90%

Traps the target and deals 1% damage after each action for 4-5 actions.

Zap Cannon Electric Special 120 8% 50%

Has a 100% chance to paralyze the target.