Roldenki

Roldenki

Classification

The Rolling Pokémon

Electric

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
65
Attack: 90
90
Defense: 45
45
Sp. Atk: 65
65
Sp. Def: 80
80
Speed: 125
125

Size

  • Height: 1'0" / 0.3 m
  • Weight: 5.6 lbs / 2.5 kg

Breeding Info

Gender Ratio

50% male
50% female

50% male / 50% female

Egg Groups

Field, Fairy

Tags

Basic, Single-stage, Fully evolved

Creative Commons License [?]

Evolutionary Family

Roldenki
Roldenki
Does not evolve

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

Misc Data

  • Catch Rate: 120
  • Base Happiness: 70

Pokédex Categories

Color

Black

Body Shape

Quadrupedal Quadrupedal

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.

Other Official Images

(click thumbnail to enlarge)

Shiny Roldenki
Shiny version.
Roldenki's Ball of Electricity
Roldenki in its 'hamster ball'.