Pokédex › Emolga
Emolga — Stats & Moves (Pokémon Champions)
ElectricFlying Abilities: Static, Motor Drive
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Emolga / Calculate damage with Emolga / Calculate damage against Emolga
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 130 | 162 | — | |
| Attack | 95 | 127 | 139 | |
| Defense | 80 | 112 | 123 | |
| Sp. Atk | 95 | 127 | 139 | |
| Sp. Def | 80 | 112 | 123 | |
| Speed | 123 | 155 | 170 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | IceRock |
|---|---|
| resists (1/2) | GrassFightingFlyingBugSteel |
| immune | Ground |
Learnset (46 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Covet | Normal | Physical | 60 | 100 | 20 | Takes the target’s item. |
| Quick Attack | Normal | Physical | 40 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Tickle | Normal | Status | — | 100 | 20 | Lowers the target’s Attack and Defense by one stage. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Encore | Normal | Status | — | 100 | 8 | Forces the target to repeat its last used move every turn for 2 to 6 turns. |
| Baton Pass | Normal | Status | — | — | 20 | Allows the trainer to switch out the user and pass effects along to its replacement. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Attract | Normal | Status | — | 100 | 16 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Double Team | Normal | Status | — | — | 16 | Raises the user’s evasion by one stage. |
| Solar Beam | Grass | Special | 120 | 100 | 12 | Requires a turn to charge before attacking. |
| Energy Ball | Grass | Special | 90 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Wild Charge | Electric | Physical | 90 | 100 | 16 | User receives 1/4 the damage it inflicts in recoil. |
| Nuzzle | Electric | Physical | 20 | 100 | 20 | Has a chance to paralyze the target. |
| Thunder | Electric | Special | 110 | 70 | 12 | Has a chance to paralyze the target. |
| Thunderbolt | Electric | Special | 90 | 100 | 16 | Has a chance to paralyze the target. |
| Discharge | Electric | Special | 80 | 100 | 16 | Has a chance to paralyze the target. |
| Rising Voltage | Electric | Special | 70 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Volt Switch | Electric | Special | 70 | 100 | 20 | User must switch out after attacking. |
| Electroweb | Electric | Special | 55 | 95 | 16 | Lowers the target’s Speed by one stage. |
| Charge Beam | Electric | Special | 50 | 90 | 12 | Has a chance to raise the user’s Special Attack by one stage. |
| Electro Ball | Electric | Special | — | 100 | 12 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
| Eerie Impulse | Electric | Status | — | 100 | 16 | Lowers the target’s Special Attack by two stages. |
| Charge | Electric | Status | — | — | 20 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. |
| Thunder Wave | Electric | Status | — | 90 | 20 | Paralyzes the target. |
| U-turn | Bug | Physical | 70 | 100 | 20 | User must switch out after attacking. |
| Pounce | Bug | Physical | 50 | 100 | 20 | |
| Acrobatics | Flying | Physical | 55 | 100 | 16 | Has double power if the user has no held item. |
| Dual Wingbeat | Flying | Physical | 40 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Air Slash | Flying | Special | 75 | 95 | 16 | Has a chance to make the target flinch. |
| Defog | Flying | Status | — | — | 16 | Lowers the target’s evasion by one stage. Removes field effects from the enemy field. |
| Roost | Flying | Status | — | — | 8 | Heals the user by half its max HP. |
| Speed Swap | Psychic | Status | — | — | 12 | Exchanges the user’s Speed with the target’s. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Agility | Psychic | Status | — | — | 20 | Raises the user’s Speed by two stages. |
| Fling | Dark | Physical | — | 100 | 12 | Throws held item at the target; power depends on the item. |
| Taunt | Dark | Status | — | 100 | 20 | For the next few turns, the target can only use damaging moves. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Charm | Fairy | Status | — | 100 | 20 | Lowers the target’s Attack by two stages. |