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: 50

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 Status —% 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 Status —% 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 The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts 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 Status —% 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 Status —% 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 Status —% 10 The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can 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
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 Status —% 30 A wondrous wall of light is put up to reduce damage from special attacks for five turns.
017 Protect Normal Status —% 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
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.
028 Dig Ground Physical 80 100% 10 The user burrows, then attacks on the next turn. It can also be used to exit dungeons.
040 Thunder Wave Electric Status 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
043 Flame Charge Fire Physical 50 100% 20 Cloaking itself in flame, the user attacks the target. Then, building up momentum, the user boosts its Speed stat.
044 Rest Psychic Status —% 5 The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
045 Sleep Talk Normal Status —% 10 While it is asleep, the user randomly uses one of the moves it knows.
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.
049 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.
050 Substitute Normal Status —% 10 The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
053 Signal Beam Bug Special 75 100% 15 The user attacks with a sinister beam of light. This may also confuse the target.
055 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.
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.
067 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.
072 Disarming Voice Fairy Special 40 —% 15 Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.
073 Trailblaze Grass Physical 50 100% 20 The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
PX02 Bravado Normal Status 100% 20 The user boasts about its own abilities and demoralizes the target, raising the user's Attack but lowering the target's Defense.
PX08 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.
PX11 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.
PX25 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.
PX52 Berry Share Normal Status —% 10 The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch.
PX54 Clear Sky Normal Status —% 5 The user clears the skies and calms the wind, returning the weather to normal.
PX55 Hidden Gift Normal Status —% 10 A unique attack that varies in effect depending on the Pokémon using it.
H05 Flash Normal Status 100% 20 The user flashes a bright light that cuts the target’s accuracy.
H12 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.

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.
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.
Electric Terrain Electric Status —% 10 The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.
Endure Normal Status —% 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.
Facade Normal Physical 70 100% 20 An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
Ice Spinner Ice Physical 80 100% 15 The user covers its feet in thin ice and twirls around, slamming into the target. This move's spinning motion also destroys the terrain.
Jump-Start Electric Status —% 20 The user gives its ally a spark of potent energy, boosting its Special Attack and Speed stats.
Magnet Rise Electric Status —% 10 The user levitates using electrically generated magnetism for five turns.
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.
Shock Wave Electric Special 60 —% 20 The user strikes the target with a quick jolt of electricity. This attack never misses.
Steel Roller Steel Physical 130 100% 5 The user attacks while destroying the terrain. This move fails if the ground hasn't turned into a terrain.
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 65 100% 15 The user reacts to the target's movement and takes out its legs, making the target flinch. This move fails if the target is not readying a priority move.
U-turn Bug Physical 70 100% 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Volt Switch Electric Special 70 100% 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

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 Status —% 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 Status 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.
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 Status —% 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.

Field Moves

Move Type Summary
Dig Ground

If the player is inside of a cave, immediately returns the player to the cave entrance they last used, as an Escape Rope.

Flash Normal

In dark caves, illuminates the area around the trainer. Outside of dark caves, allows the trainer to see farther than they normally would, and reduces the wild encounter rate.

Secret Power Normal

Creates an empty Secret Base in a suitable location.

Other Official Images

(click thumbnail to enlarge.)

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