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Accent Image to accompany hero

Tadbulbin Pokémon Heart & Soul

electric

Pokédex Entry

EleTadpole Pokémon

Tadbulb shakes its tail to generate electricity. If it senses danger, it will make its head blink on and off to alert its allies.

Tadbulb in Pokémon Heart & Soul

Tadbulb is #1326 in the Pokédex for Pokémon tadbulb. This page covers its electric typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it.

Type
Electric
Dex
#1326
Abilities
OWN TEMPO(Primary)

Prevents confusion.

STATIC(Secondary)

Paralyzes on contact.

DAMP(Hidden)

Prevents self-destruction.

Growth Rate
mediumfast
Gender Ratio
50% Male, 50% Female
Egg Groups
water1
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
190
pokeball
Poké Ball15.6%
greatball
Great Ball21.3%
ultraball
Ultra Ball26.1%
Base Exp
54
EV Yield
1 Hp
Wild Held Items
None
Weak To
ground ×2
Resists
electric ×0.5flying ×0.5steel ×0.5

How to Obtain

Tadbulb isn't found in the wild. You'll need to evolve, trade, or breed to get one.

Level Up Moves (13)

TackleLevel: 1normal
35035
Charges the foe with a full- body tackle.
Mud SlapLevel: 1ground
2010010
Hurls mud in the foe's face to reduce its accuracy.
Thunder ShockLevel: 7electric
4010030
An electrical attack that may paralyze the foe.
Water GunLevel: 11water
4010025
Squirts water to attack the foe.
ChargeLevel: 17electric
0020
Charges power to boost the Electric move used next.
SparkLevel: 21electric
6510020
An electrified tackle that may paralyze the foe.
Mud ShotLevel: 24ground
559515
Hurls mud at the foe and reduces Speed.
FlailLevel: 25normal
110015
Inflicts more damage when the user's HP is down.
DischargeLevel: 32electric
8010015
Zaps all other {PKMN} with electricity. May paralyze.
Weather BallLevel: 36normal
5010010
The move's type and power change with the weather.
Electric TerrainLevel: 40electric
0010
Electrifies the ground for 5 turns. Prevents sleep.
Sucker PunchLevel: 45dark
01005
Strikes first if the foe is preparing Attack.
Zap CannonLevel: 50electric
0505
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (18)

Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
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