Xurkitree
Electric
In SDL
Base stats
HP83
Atk89
Def71
SpA173
SpD71
Spe83
BST570
Abilities
- Primary
- Beast Boost
- Secondary
- —
- Hidden
- —
Doubles analysis
What this movepool and ability set qualify for under the Doubles on National Dex role checks used by league synergy and the roster builder.
Base 83 Speed: Tailwind tier, doubled Speed clears 140.
Speed control
- Icy Wind / Electroweb
- Electroweb
- Thunder Wave
Pivoting
- Pivot (U-turn/Volt Switch/Flip Turn)
- Volt Switch
Screens
- Screens
- Reflect, Light Screen
Disruption
- Sleep (Spore/Powder/etc.)
- Hypnosis
Weather and terrain
- Electric Terrain abuser
- Rising Voltage
Moves — National Dex
58 of 58 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Bind | Normal | Physical | 15 | 85 | 20 | Traps and damages the target for 4-5 turns. | |
| Brutal Swing | Dark | Physical | 60 | 100 | 20 | No additional effect. Hits adjacent Pokemon. | |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user's Sp. Atk and Sp. Def by 1. | |
| Charge | Electric | Status | — | — | 20 | +1 SpD, user's next Electric move 2x power. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Confide | Normal | Status | — | — | 20 | Lowers the target's Sp. Atk by 1. | |
| Dazzling Gleam | Fairy | Special | 80 | 100 | 10 | No additional effect. Hits adjacent foes. | |
| Discharge | Electric | Special | 80 | 100 | 15 | 30% chance to paralyze adjacent Pokemon. | |
| Double Team | Normal | Status | — | — | 15 | Raises the user's evasiveness by 1. | |
| Eerie Impulse | Electric | Status | — | 100 | 15 | Lowers the target's Sp. Atk by 2. | |
| Electric Terrain | Electric | Status | — | — | 10 | 5 turns. Grounded: +Electric power, can't sleep. | |
| Electro Ball | Electric | Special | — | 100 | 10 | More power the faster the user is than the target. | |
| Electroweb | Electric | Special | 55 | 95 | 15 | 100% chance to lower the foe(s) Speed by 1. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Energy Ball | Grass | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Fling | Dark | Physical | — | 100 | 10 | Flings the user's item at the target. Power varies. | |
| Frustration | Normal | Physical | — | 100 | 20 | Max 102 power at minimum Happiness. | |
| Giga Impact | Normal | Physical | 150 | 90 | 5 | User cannot move next turn. | |
| Grass Knot | Grass | Special | — | 100 | 20 | More power the heavier the target. | |
| Gravity | Psychic | Status | — | — | 5 | 5 turns: no Ground immunities, 1.67x accuracy. | |
| Hidden Power Water | Water | Special | 60 | 100 | 15 | — | |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User cannot move next turn. | |
| Hypnosis | Psychic | Status | — | 60 | 20 | Causes the target to fall asleep. | |
| Ingrain | Grass | Status | — | — | 20 | Traps/grounds user; heals 1/16 max HP per turn. |