Tapu Koko

Pokemon Data

Generation: 7

Height: 1.8m

Weight: 20.5kg

Starter Cost: 6

Base Stats:

MaxHP

70

Atk

115

Def

85

SpAtk

95

SpDef

75

Spd

130

Sum

570

Type Defence:

NORFIRWATELEGRAICEFIGPOIGRO
1110.5110.522
FLYPSYBUGROCGHODRADARSTEFAI
0.510.51100.511

Tapu Koko Moves learned by level:

1
ELE
401003010
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
1
NOR
4010030-
The user lunges at the target at a speed that makes it almost invisible. This move always goes first.
5
WAT
--40-
The user withdraws its body into its hard shell, raising its Defense stat.
10
FAI
4010030-
The user stirs up a fairy wind and strikes the target with it.
15
NOR
4010040-
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
20
ELE
651002030
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
25
ELE
60-20-
The user strikes the target with a quick jolt of electricity. This attack never misses.
30
ELE
--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.
35
PSY
--30-
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
40
NOR
-8540-
An earsplitting screech harshly lowers the target's Defense stat.
45
ELE
801001530
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
50
NOR
--5-
The user pins the target with a dark, arresting look. The target becomes unable to flee.
55
FAI
-9010-
The user hits the target with the force of nature. It halves the target's HP.
60
ELE
9010015-
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
65
FLY
12010015-
The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.
70
PSY
--10100
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
75
ELE
--10-
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Tapu Koko moves learned via TM:

ELE
7010020-
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
NOR
--30-
The user is roused, and its Attack and Sp. Atk stats increase.
ELE
559515100
The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.
ELE
9010015-
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
NOR
--20-
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
ELE
-10015-
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
NOR
--10-
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
NOR
8010010-
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat-whichever is higher for the user.
NOR
9010010-
The user lets loose a horribly echoing shout with the power to inflict damage.
FLY
5510015-
The user nimbly strikes the target. The fewer held items, the higher the damage it inflicts.
FLY
6010010-
The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky.
ELE
--10-
The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
FAI
8010010-
The user damages opposing Pokémon by emitting a powerful flash.
ELE
751001510
The target is punched with an electrified fist. This may also leave the target with paralysis.
FLY
909515-
The user flies up into the sky and then strikes its target on the next turn.
NOR
--20-
The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
NOR
150905-
The target is attacked with a powerful beam. The user can't move on the next turn.
ELE
901001510
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
ELE
-9020-
The user launches a weak jolt of electricity that paralyzes the target.
ELE
110701030
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
POI
-9010-
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
PSY
--30-
The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.
NOR
-8540-
An earsplitting screech harshly lowers the target's Defense stat.
NOR
--15-
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
PSY
--30-
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
PSY
--20-
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
NOR
60-20-
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
PSY
--5-
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
NOR
--10-
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
DAR
6010025-
The user attacks and has a 30% chance to steal the target's held item simultaneously.
NOR
501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
NOR
--10-
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
NOR
4010040-
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.
NOR
-8515-
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
STE
70902510
The target is hit with wings of steel. This may also raise the user's Defense stat.
NOR
--10-
While it is asleep, the user randomly uses one of the moves it knows.
NOR
-10020-
This full-power attack grows more powerful the more the user likes its Trainer.
NOR
-10020-
This full-power attack grows more powerful the less the user likes its Trainer.
NOR
--25-
The user creates a protective field that prevents status conditions for five turns.
NOR
6010015-
A unique attack that varies in type depending on the Pokémon using it.
WAT
--5-
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
NOR
--10-
The user hypnotizes itself into copying any stat change made by the target.
DAR
-10015-
The user torments and enrages the target, making it incapable of using the same move twice in a row.
NOR
7010020-
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
NOR
--20-
This attack makes use of nature's power. Its effects vary depending on the user's environment.
ELE
--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.
DAR
-10020-
The target is taunted into a rage that allows it to use only attack moves for three turns.
FLY
60-20-
The user confounds the target with speed, then slashes. This attack never misses.
STE
--15-
The user hardens its body's surface like iron, sharply raising its Defense stat.
PSY
--20-
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
FLY
--5-
The user lands and rests its body. This move restores the user's HP by up to half of its max HP.
BUG
7010020-
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
DAR
6010010-
If the target has already taken some damage in the same turn, this attack's power is doubled.
PSY
--10100
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
FLY
12010015-
The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot.
NOR
150905-
The user charges at the target using every bit of its power. The user can't move on the next turn.
FLY
--15-
A strong wind blows away the target's barriers such as Reflect or Light Screen. This also lowers the target's evasiveness.
STE
801001530
The user slams the target with its steel-hard head. This may also make the target flinch.
GRA
-10020-
The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
ELE
-10010-
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
NOR
6010015-
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
NOR
4010015-
The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.
PSY
2010010-
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.