All Pokémon | « Shockatiel | Roldenki | Recyqual » |
---|---|---|---|
Phoenixdex Pokémon | « Shockatiel | Roldenki | Recyqual » |
Accolanto-Calivera Pokémon | « Shockatiel | Roldenki | Recyqual » |
Roldenki
Classification
The Rolling Pokémon
- Accolanto-Calivera #155
- National #1053
Damage Taken*
×4: | N/A |
---|---|
×2: | Ground |
×1: | Bug Dark Dragon Fairy Fighting Fire Ghost Grass Ice Normal Poison Psychic Rock Water |
×0.5: | Electric Flying Steel |
×0.25: | N/A |
×0: | N/A |
Abilities
- Cheek Pouch
- Restores HP as well when the Pokémon eats a Berry.
- Static
- Contact with the Pokémon may cause paralysis.
- Sidestep hidden ability
- Avoids traps and hazards when entering battle.
Base Stats (470 total)
HP: 65 | |
---|---|
Attack: 90 | |
Defense: 45 | |
Sp. Atk: 65 | |
Sp. Def: 80 | |
Speed: 125 |
Size
- Height: 1'0" / 0.3 m
- Weight: 5.6 lbs / 2.5 kg
Breeding Info
Gender Ratio
50% male / 50% female
Egg Groups
Tags
Basic, Single-stage, Fully evolved
[?]Evolutionary Family
|
Flavor Info
Pokédex Entries
The sphere of electricity that Roldenki move around in offers a surprising amount of protection. They roll into opponents at high speed and deliver sharp shocks, and the ball will bounce right off of the target as if solid.
Roldenki prefer rolling in their electricity balls to walking around, and they normally only stop to eat or rest. In order to stay safe they will quickly stuff their cheek pouches full of food, then roll away again to eat somewhere with better shelter.
Name Origin
roll + rodent + denki, Japanese for electricity
Locations
Level-Up Moves
Level | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 40 | 100% | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
1 | Play Nice | Normal | Other | — | —% | 20 | The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat. |
4 | Defense Curl | Normal | Other | — | —% | 40 | The user curls up to conceal weak spots and raise its Defense stat. |
8 | Spark | Electric | Physical | 65 | 100% | 20 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
13 | Rollout | Rock | Physical | 30 | 90% | 20 | The user continually rolls into the target over five turns. It becomes more powerful each time it hits. |
16 | Rapid Spin | Normal | Physical | 50 | 100% | 40 | A spin attack that can also eliminate such moves as Bind, Wrap, Leech Seed, and Spikes. This also raises the user's Speed stat. |
18 | Nuzzle | Electric | Physical | 20 | 100% | 20 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
20 | Electro Ball | Electric | Special | * | 100% | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. |
25 | Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
28 | Hyper Fang | Normal | Physical | 80 | 90% | 15 | The user bites hard on the target with its sharp front fangs. This may also make the target flinch. |
32 | Static Strike | Electric | Physical | 60 | 95% | 10 | A two-turn attack. The user builds up excess electricity, then strikes on the second turn. This also paralyzes the target. |
37 | Magnet Rise | Electric | Other | — | —% | 10 | The user levitates using electrically generated magnetism for five turns. |
40 | Volt Switch | Electric | Special | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
44 | Electric Terrain | Electric | Other | — | —% | 10 | The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. |
49 | Super Fang | Normal | Physical | * | 90% | 10 | The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half. |
52 | Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
TM/HM Moves
# | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
006 | Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
010 | Hidden Power | Normal | Special | 60 | 100% | 15 | A unique attack that varies in type depending on the Pokémon using it. |
016 | Light Screen | Psychic | Other | — | —% | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
017 | Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
021 | Frustration | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
024 | Thunderbolt | Electric | Special | 90 | 100% | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
025 | Thunder | Electric | Special | 110 | 70% | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
027 | Return | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
028 | Dig | Ground | Physical | 80 | 100% | 10 | The user burrows, then attacks on the next turn. It can also be used to exit dungeons. |
032 | Double Team | Normal | Other | — | —% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
042 | Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
043 | Flame Charge | Fire | Physical | 50 | 100% | 20 | Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat. |
044 | Rest | Psychic | Other | — | —% | 10 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
045 | Attract | Normal | Other | — | 100% | 15 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
046 | Thief | Dark | Physical | 60 | 100% | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
048 | Round | Normal | Special | 60 | 100% | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
057 | Charge Beam | Electric | Special | 50 | 90% | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
070 | Flash | Normal | Other | — | 100% | 20 | The user flashes a bright light that cuts the target’s accuracy. |
072 | Volt Switch | Electric | Special | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
073 | Thunder Wave | Electric | Other | — | 90% | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
074 | Gyro Ball | Steel | Physical | * | 100% | 5 | The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power. |
086 | Grass Knot | Grass | Special | * | 100% | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. |
087 | Swagger | Normal | Other | — | 85% | 15 | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. |
088 | Sleep Talk | Normal | Other | — | —% | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
089 | U-turn | Bug | Physical | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
090 | Substitute | Normal | Other | — | —% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
093 | Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
100 | Confide | Normal | Other | — | —% | 20 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. |
ZC02 | Bravado | Normal | Other | — | 100% | 20 | The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense. |
ZC08 | Daring Dash | Normal | Physical | 95 | 85% | 15 | The user makes a brave charge at the target that fills it with courage. It may raise the user's Attack and Speed. |
ZC11 | Static Strike | Electric | Physical | 60 | 95% | 10 | A two-turn attack. The user builds up excess electricity, then strikes on the second turn. This also paralyzes the target. |
ZC25 | Pulse Storm | Electric | Special | 20 | 100% | 15 | The user summons a small, localized storm that blasts the target in short bursts, striking two to five times in a row. |
ZC52 | Berry Share | Normal | Other | — | —% | 10 | The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. |
ZC53 | Hidden Gift | Normal | Other | — | —% | 10 | A unique attack that varies in effect depending on the Pokémon using it. |
ZC54 | Clear Sky | Normal | Other | — | —% | 5 | The user clears the skies and calms the wind, returning the weather to normal. |
Tutor Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Amaze | Normal | Physical | * | 100% | 15 | The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is. |
Captivate | Normal | Other | — | 100% | 20 | If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. |
Confound | Normal | Special | * | 100% | 15 | The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is. |
Covet | Normal | Physical | 60 | 100% | 25 | The user endearingly approaches the target, then steals the target’s held item. |
Dazzle | Normal | Special | * | 100% | 15 | The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is. |
Demolish | Normal | Physical | * | 100% | 15 | The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is. |
Endeavor | Normal | Physical | * | 100% | 5 | An attack move that cuts down the target’s HP to equal the user’s HP. |
Endure | Normal | Other | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Enthrall | Normal | Special | * | 100% | 15 | The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is. |
Headbutt | Normal | Physical | 70 | 100% | 15 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Jump-Start | Electric | Other | — | —% | 20 | The user gives its ally a spark of potent energy, boosting its Special Attack and Speed stats. |
Magnet Rise | Electric | Other | — | —% | 10 | The user levitates using electrically generated magnetism for five turns. |
Natural Gift | Normal | Physical | * | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. |
Rising Voltage | Electric | Special | 70 | 100% | 20 | The user attacks with electric voltage rising from the ground. This move's power doubles when the target is on Electric Terrain. |
Rollout | Rock | Physical | 30 | 90% | 20 | The user continually rolls into the target over five turns. It becomes more powerful each time it hits. |
Secret Power | Normal | Physical | 70 | 100% | 20 | The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. |
Shock Wave | Electric | Special | 60 | —% | 20 | The user strikes the target with a quick jolt of electricity. This attack never misses. |
Signal Beam | Bug | Special | 75 | 100% | 15 | The user attacks with a sinister beam of light. This may also confuse the target. |
Snore | Normal | Special | 50 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Steel Roller | Steel | Physical | 130 | 100% | 5 | The user attacks while destroying the terrain. This move fails when the ground hasn't turned into a terrain. |
Super Fang | Normal | Physical | * | 90% | 10 | The user chomps hard on the target with its sharp front fangs. This cuts the target’s HP in half. |
Swift | Normal | Special | 60 | —% | 20 | Star-shaped rays are shot at the opposing Pokémon. This attack never misses. |
Thunder Punch | Electric | Physical | 75 | 100% | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Trip Up | Dark | Physical | 40 | 100% | 20 | An attack move that causes flinching if used on a target trying to take its turn too early. |
Egg Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Bite | Dark | Physical | 60 | 100% | 25 | The target is bitten with viciously sharp fangs. This may also make the target flinch. |
Charge | Electric | Other | — | —% | 20 | The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. |
Eerie Impulse | Electric | Other | — | 100% | 15 | The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. |
Fake Out | Normal | Physical | 40 | 100% | 10 | An attack that hits first and makes the target flinch. It only works the first turn the user is in battle. |
Play Rough | Fairy | Physical | 90 | 90% | 10 | The user plays rough with the target and attacks it. This may also lower the target’s Attack stat. |
Quick Attack | Normal | Physical | 40 | 100% | 30 | The user lunges at the target at a speed that makes it almost invisible. This move always goes first. |
Speed Swap | Psychic | Other | — | —% | 10 | The user exchanges Speed stats with the target. |
Take Down | Normal | Physical | 90 | 85% | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |