Accent Image to accompany hero

Xurkitreein Pokémon Heart & Soul

electric
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Pokédex Entry

Glowing Pokémon

One of the mysterious life-forms known as Ultra Beasts. Astonishing electric shocks emanate from its entire body, according to witnesses.

Xurkitree in Pokémon Heart & Soul

Xurkitree is #796 in the Pokédex for Pokémon Heart & Soul. This page covers its electric typing, base stats, abilities, level-up and TM/HM moves, evolution, and where to find it.

Type
Electric
Dex
#796
Abilities

KOs boost best stat.

Growth Rate
slow
Gender Ratio
Genderless
Egg Groups
undiscovered
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
45
pokeball
Poké Ball5.3%
greatball
Great Ball7.5%
ultraball
Ultra Ball8.9%
Base Exp
285
EV Yield
3 SpecialAttack
Wild Held Items
None
Weak To
ground ×2
Resists
electric ×0.5flying ×0.5steel ×0.5

How to Obtain

Xurkitree has no wild encounters recorded in this game, and no other in-game source is recorded yet.

Gen 7 Moves

The movepool a new game starts with.

Level Up (18)

Tail GlowLevel: 1bug
PWR0ACC0PP20
Flash light that drastically Flashes a light that sharply raises Sp. Atk.
SparkLevel: 1electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
ChargeLevel: 1electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
WrapLevel: 1normal
PWR15ACC0PP20
Wraps and squeezes the foe times with vines, etc.
Thunder ShockLevel: 1electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Thunder WaveLevel: 7electric
PWR0ACC0PP20
A weak jolt of electricity that paralyzes the foe.
Shock WaveLevel: 13electric
PWR60ACC0PP20
A fast and unavoidable electric attack.
IngrainLevel: 19grass
PWR0ACC0PP20
Lays roots that restore HP. The user can't switch out.
Thunder PunchLevel: 23electric
PWR75ACC100PP15
An electrified punch that may paralyze the foe.
Eerie ImpulseLevel: 29electric
PWR0ACC100PP15
Exposes the foe to a pulse that sharply cuts Sp. Atk.
Signal BeamLevel: 31bug
PWR75ACC100PP15
A strange beam attack that may confuse the foe.
ThunderboltLevel: 37electric
PWR0ACC100PP15
A strong electrical attack that may paralyze the foe.
HypnosisLevel: 43psychic
PWR0ACC60PP20
A hypnotizing move that may induce sleep.
DischargeLevel: 47electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
Electric TerrainLevel: 53electric
PWR0ACC0PP10
Electrifies the ground for 5 turns. Prevents sleep.
Power WhipLevel: 59grass
PWR120ACC85PP10
Violently lashes the foe with vines or tentacles.
Ion DelugeLevel: 67electric
PWR0ACC0PP25
Electrifies Normal-type moves with charged atoms.
Zap CannonLevel: 73electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

Gen 3 Moves

Used when the “Pokémon Movepool” challenge setting is set to Gen 3.

Level Up (18)

Tail GlowLevel: 1bug
PWR0ACC0PP20
Flash light that drastically Flashes a light that sharply raises Sp. Atk.
SparkLevel: 1electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
ChargeLevel: 1electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
WrapLevel: 1normal
PWR15ACC0PP20
Wraps and squeezes the foe times with vines, etc.
Thunder ShockLevel: 1electric
PWR40ACC100PP30
An electrical attack that may paralyze the foe.
Thunder WaveLevel: 7electric
PWR0ACC0PP20
A weak jolt of electricity that paralyzes the foe.
Shock WaveLevel: 13electric
PWR60ACC0PP20
A fast and unavoidable electric attack.
IngrainLevel: 19grass
PWR0ACC0PP20
Lays roots that restore HP. The user can't switch out.
Thunder PunchLevel: 23electric
PWR75ACC100PP15
An electrified punch that may paralyze the foe.
Eerie ImpulseLevel: 29electric
PWR0ACC100PP15
Exposes the foe to a pulse that sharply cuts Sp. Atk.
Signal BeamLevel: 31bug
PWR75ACC100PP15
A strange beam attack that may confuse the foe.
ThunderboltLevel: 37electric
PWR0ACC100PP15
A strong electrical attack that may paralyze the foe.
HypnosisLevel: 43psychic
PWR0ACC60PP20
A hypnotizing move that may induce sleep.
DischargeLevel: 47electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
Electric TerrainLevel: 53electric
PWR0ACC0PP10
Electrifies the ground for 5 turns. Prevents sleep.
Power WhipLevel: 59grass
PWR120ACC85PP10
Violently lashes the foe with vines or tentacles.
Ion DelugeLevel: 67electric
PWR0ACC0PP25
Electrifies Normal-type moves with charged atoms.
Zap CannonLevel: 73electric
PWR0ACC50PP5
Powerful and sure to cause paralysis, but inaccurate.

TM/HM Moves (30)

Calm Mindpsychic
PWR0ACC0PP20TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Double Teamnormal
PWR0ACC0PP15TM32
Creates illusory copies to raise evasiveness.
Endurenormal
PWR0ACC0PP10TM58
Endures any attack for 1 turn, leaving at least 1HP.
Energy Ballgrass
PWR0ACC100PP10TM53
Draws power from nature to attack. May lower Sp. Def.
Facadenormal
PWR70ACC100PP20TM42
Boosts power when burned, paralyzed, or poisoned.
Flingdark
PWR1ACC100PP10TM56
The effectiveness varies with the held item.
Frustrationnormal
PWR1ACC100PP20TM21
Attack that is stronger if the Trainer is disliked.
Giga Impactnormal
PWR150ACC90PP5TM68
Leaves the user immobile if target is not KO'd.
Grass Knotgrass
PWR1ACC100PP20TM86
A snare attack that does more damage to heavier foes.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Hyper Beamnormal
PWR150ACC90PP5TM15
Leaves the user immobile if target is not KO'd.
Light Screenpsychic
PWR0ACC0PP30TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Reflectpsychic
PWR0ACC0PP20TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
PWR1ACC100PP20TM27
Attack that increases in power with friendship.
Shock Waveelectric
PWR60ACC0PP20TM34
A fast and unavoidable electric attack.
Sleep Talknormal
PWR0ACC0PP10TM82
Uses an available move randomly while asleep.
Solar Beamgrass
PWR120ACC100PP10TM22
Absorbs light in one turn, then attacks next turn.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Sunny Dayfire
PWR0ACC0PP5TM11
Boosts the power of Fire- type moves for 5 turns.
Swaggernormal
PWR0ACC0PP15TM87
Confuses the foe, but also sharply raises its Attack.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
PWR0ACC0PP20TM73
A weak jolt of electricity that paralyzes the foe.
Toxicpoison
PWR0ACC0PP10TM06
Poisons the foe with an intensifying toxin.
Natural Giftnormal
PWR1ACC100PP15TM83
The effectiveness varies with the held Berry.
Secret Powernormal
PWR70ACC100PP20TM43
Attack with effects that vary by location.

Type Summary

1
Weaknesses
3
Resistances
0
Immunities
14
Neutral

Weaknesses

Types that deal increased damage to Xurkitree. Use these types to counter it effectively.

Resistances & Immunities

Types that Xurkitree resists or is immune to. Avoid using these types against it.

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