Thunderma

Thunderma

Classification

The Thunder Tail Pokémon

Electric Poison

Damage Taken*

×4: Ground
×2: Psychic
×1: Dark Dragon Fire Ghost Ice Normal Rock Water
×0.5: Bug Electric Fairy Fighting Flying Grass Poison Steel
×0.25: N/A
×0: N/A

Abilities

Shed Skin
The Pokémon may heal its own status conditions.
Simple
The Pokémon is prone to wild stat changes.
Electromorphosis hidden ability
The Pokémon becomes charged when it takes damage, boosting the power of the next Electric-type move the Pokémon uses.

Base Stats (425 total)

HP: 105
105
Attack: 90
90
Defense: 70
70
Sp. Atk: 45
45
Sp. Def: 65
65
Speed: 50
50

Size

  • Height: 2'11" / 0.9 m
  • Weight: 62.8 lbs / 28.5 kg

Breeding Info

Gender Ratio

50% male
50% female

50% male / 50% female

Egg Groups

Monster, Dragon

Tags

Basic, Single-stage, Fully evolved

Creative Commons License [?]

Evolutionary Family

Thunderma
Thunderma
Does not evolve

Flavor Info

Pokédex Entries

The bead-like scales on a Thunderma's back generate electricity. It's said that their tails hold so much power that a single strike delivers as severe a shock as a bolt of lightning.


Thunderma usually prefer to avoid human contact, but every once in a while these placid Pokémon sidle up to humans looking for food. Even so, touching their scales carelessly can result in a nasty shock.

Name Origin

thunder + Heloderma, the genus name of the beaded lizard

Misc Data

  • Catch Rate: 150
  • Base Happiness: 50

Wild Held Items

  • 5% Shuca Berry

Pokédex Categories

Color

Purple

Body Shape

Quadrupedal Quadrupedal

Locations

Level-Up Moves

Level Move Type Class Power Acc PP Summary
1 Poison Sting Poison Physical 15 100% 35 The user stabs the target with a poisonous stinger. This may also poison the target.
7 Tail Whip Normal Status 100% 30 The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
12 Bite Dark Physical 60 100% 25 The target is bitten with viciously sharp fangs. This may also make the target flinch.
18 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.
20 Spark Electric Physical 65 100% 20 The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
26 Slam Normal Physical 80 75% 20 The target is slammed with a long tail, vines, or the like to inflict damage.
31 Curse Ghost Status —% 10 A move that works differently for the Ghost type than for all other types.
37 Poison Fang Poison Physical 50 100% 15 The user bites the target with toxic fangs. This may also leave the target badly poisoned.
39 Thunder Fang Electric Physical 65 95% 15 The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
45 Yawn Normal Status —% 10 The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.
50 Toxic Poison Status 90% 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
56 Discharge Electric Special 80 100% 15 The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
58 Crunch Dark Physical 80 100% 15 The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.

TM/HM Moves

# Move Type Class Power Acc PP Summary
002 Scale Shot Dragon Physical 25 90% 20 The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat.
006 Toxic Poison Status 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 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.
018 Rain Dance Water Status —% 5 The user summons a heavy rain that falls for five turns, powering up Water-type moves.
021 Dragon Tail Dragon Physical 60 90% 10 The target is knocked away, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
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.
036 Sludge Bomb Poison Special 90 100% 10 Unsanitary sludge is hurled at the target. This may also poison the target.
040 Thunder Wave Electric Status 90% 20 The user launches a weak jolt of electricity that paralyzes the target.
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.
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.
054 False Swipe Normal Physical 40 100% 40 A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
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.
065 Shadow Claw Ghost Physical 70 100% 15 The user slashes with a sharp claw made from shadows. Critical hits land more easily.
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.
PX16 Venomous Strike Poison Physical 60 95% 10 A two-turn attack. The user gathers up dangerously potent venom, then strikes on the second turn. This also poisons 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.
PX53 Acid Rain Poison Special 110 85% 10 The opposing team is drenched in a shower of caustic liquid. The acid may also lower the targets' Sp. Def stats.
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.
H01 Cut Steel Physical 65 95% 20 The target is cut with a scythe or a claw. Critical hits land more easily. It can also be used to cut down some obstacles.
H04 Strength Normal Physical 80 100% 15 The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders.
H05 Flash Normal Status 100% 20 The user flashes a bright light that cuts the target’s accuracy.
H08 Rock Smash Fighting Physical 40 100% 15 The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field.
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.
Amnesia Psychic Status —% 20 The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.
Aqua Tail Water Physical 90 90% 10 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
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.
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.
Dire Miasma Poison Special 95 90% 10 The user summons a noxious, choking fog that surrounds the target. This move badly poisons the target on Miasma Terrain.
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.
Electroweb Electric Special 55 95% 15 The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.
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.
Iron Tail Steel Physical 100 75% 15 The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
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.
Miasma Terrain Poison Status —% 10 The user turns the ground into Miasma Terrain for five turns. This damages Pokémon on the ground a little every turn and powers up Poison-type moves.
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.
Supercell Slam Electric Physical 100 95% 15 The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Swift Normal Special 60 —% 20 Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
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
Body Slam Normal Physical 85 100% 15 The user drops onto the target with its full body weight. This may also leave the target with paralysis.
Corrode Poison Status —% 40 Enables a Steel-type target to be hit by Poison-type attacks. It also melts away defenses.
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.
Night Slash Dark Physical 70 100% 15 The user slashes the target the instant an opportunity arises. Critical hits land more easily.
Poison Tail Poison Physical 50 100% 25 The user hits the target with its tail. This may also poison the target. Critical hits land more easily.
Shed Tail Normal Status —% 10 The user creates a substitute for itself using its own HP before switching places with a party Pokémon in waiting.

Field Moves

Move Type Summary
Cut Steel

Cuts down skinny trees and thick patches of overgrowth that block paths.

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.

Rock Smash Fighting

Shatters small boulders and cracked walls that may bar the path, sometimes revealing an item or a wild Pokémon.

Secret Power Normal

Creates an empty Secret Base in a suitable location.

Strength Normal

Allows the trainer to push heavy boulders that may block the path.

Other Official Images

(click thumbnail to enlarge.)

Shiny Thunderma
Shiny version.

Artwork

(click thumbnail to enlarge. the works below are not included in any CC license that may apply to the fakemon/form depicted on this page. ask the original creator's permission before attempting to use anything shown below.)

Fanart by Purplemew12