All Pokémon | « Donarith | Ramfere | Lamlie » |
---|---|---|---|
TurquoiseDex Pokémon | « Donarith | Ramfere | Lamlie » |
New Logoran Pokémon | « Ampharos | Ramfere | Lamlie » |
Other Ramfere Forms | Mega Ramfere |
Ramfere
Classification
The Blackout Pokémon
- New Logora #87
- National #1027
Damage Taken*
×4: | N/A |
---|---|
×2: | Bug Fairy Fighting Ground |
×1: | Dragon Fire Grass Ice Normal Poison Rock Water |
×0.5: | Dark Electric Flying Ghost Steel |
×0.25: | N/A |
×0: | Psychic |
Abilities
- Static
- Contact with the Pokémon may cause paralysis.
- Minus hidden ability
- Boosts the Sp. Atk stat if another Pokémon has Plus or Minus.
Base Stats (510 total)
HP: 90 | |
---|---|
Attack: 115 | |
Defense: 90 | |
Sp. Atk: 55 | |
Sp. Def: 85 | |
Speed: 75 |
Size
- Height: 4'7" / 1.4 m
- Weight: 162.9 lbs / 73.9 kg
Breeding Info
Gender Ratio
50% male / 50% female
Egg Groups
Tags
Stage 2, Fully evolved, Has functional form, Has canon relative
Evolutionary Family
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Flavor Info
Pokédex Entries
Ramfere are normally solitary but will occasionally try to muscle their way into herds of Mareep and Flaaffy. They get highly agitated during thunderstorms and will butt heads with other Ramfere, sometimes causing even more lightning.
Ramfere dislike other strong sources of electricity. They brutally attack other strong Electric-types that enter their territory. They will even attempt to destroy electrical equipment like generators if they find these machines a threat to their power.
Name Origin
ram + ampere, a unit of electrical current
Level-Up Moves
Level | Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|---|
1RL | Zap Cannon | Electric | Special | 120 | 50% | 5 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. |
1RL | Ion Deluge | Electric | Other | — | —% | 25 | The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. |
1RL | Foul Play | Dark | Physical | 95 | 100% | 15 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. |
1RL | Pursuit | Dark | Physical | 40 | 100% | 20 | An attack move that inflicts double damage if used on a target that is switching out of battle. |
1 | Tackle | Normal | Physical | 50 | 100% | 35 | A physical attack in which the user charges and slams into the target with its whole body. |
1 | Growl | Normal | Other | — | 100% | 40 | The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats. |
4 | Thunder Shock | Electric | Special | 40 | 100% | 30 | A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. |
8 | Thunder Wave | Electric | Other | — | 100% | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
11 | Cotton Spore | Grass | Other | — | 100% | 40 | The user releases cotton-like spores that cling to the opposing Pokémon, which harshly lowers their Speed stats. |
16 | Charge | Electric | Other | — | —% | 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. |
20 | Take Down | Normal | Physical | 90 | 85% | 20 | A reckless, full-body charge attack for slamming into the target. This also damages the user a little. |
25 | Spark | Electric | Physical | 65 | 100% | 20 | The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. |
29 | Confuse Ray | Ghost | Other | — | 100% | 10 | The target is exposed to a sinister ray that triggers confusion. |
30 | Payback | Dark | Physical | 50 | 100% | 10 | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. |
35 | Counter | Fighting | Physical | * | 100% | 20 | A retaliation move that counters any physical attack, inflicting double the damage taken. |
40 | Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
46 | Cotton Guard | Grass | Other | — | —% | 10 | The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat. |
51 | Dark Pulse | Dark | Special | 80 | 100% | 15 | The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
57 | Foul Play | Dark | Physical | 95 | 100% | 15 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. |
62 | Thunder Crash | Electric | Physical | 130 | 90% | 5 | The user builds up electricity and crashes into the target. The attack’s recoil harshly lowers the user’s Attack stat. |
65 | Blindside | Dark | Physical | 120 | —% | 5 | The user attacks last. In return, this ramming move never misses. |
TM/HM Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Arc Weld | Electric | Physical | 70 | 100% | 20 | The user shocks the target with super-hot sparks. This may also burn the target. This move is super effective on Steel types. |
Attract | Normal | Other | — | 100% | 15 | If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
Berry Share | Normal | Other | — | —% | 10 | The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch. |
Blackout Wave | Dark | Special | 120 | 100% | 10 | A two-turn attack. The user gathers negative thoughts, then releases a wave of darkness and fear on the second turn. |
Brick Break | Fighting | Physical | 75 | 100% | 15 | The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. |
Bulldoze | Ground | Physical | 60 | 100% | 20 | The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. |
Calm Skies | Normal | Other | — | —% | 5 | The user clears the skies and calms the wind, returning the weather to normal. |
Charge Beam | Electric | Special | 50 | 90% | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
Confide | Normal | Other | — | —% | 20 | The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. |
Daring Dash | Normal | Physical | 95 | 85% | 15 | The user makes a brave charge at the target that fills it with courage. It may raise the user's Attack and Speed. |
Dark Pulse | Dark | Special | 80 | 100% | 15 | The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |
Double Team | Normal | Other | — | —% | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Dynamize | Electric | Other | — | —% | 15 | The user generates an electromagnetic field to boost its Special Attack stat and accuracy. |
Echoed Voice | Normal | Special | 40 | 100% | 15 | The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
Eclipse | Dark | Other | — | —% | 5 | The user blots out all light for five turns, powering up Dark-type moves. |
Energy Zone | Psychic | Other | — | —% | 10 | A mysterious field of amplifying energy is put up to increase damage from special attacks for five turns. |
Facade | Normal | Physical | 70 | 100% | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Flame Charge | Fire | Physical | 50 | 100% | 20 | Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat. |
Flash | Normal | Other | — | 100% | 20 | The user flashes a bright light that cuts the target’s accuracy. |
Fling | Dark | Physical | * | 100% | 10 | The user flings its held item at the target to attack. This move’s power and effects depend on the item. |
Focus Blast | Fighting | Special | 120 | 70% | 5 | The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. |
Frustration | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
Giga Impact | Normal | Physical | 150 | 90% | 5 | The user charges at the target using every bit of its power. The user can’t move on the next turn. |
Hidden Power | Normal | Special | 60 | 100% | 15 | A unique attack that varies in type depending on the Pokémon using it. |
Hyper Beam | Normal | Special | 150 | 90% | 5 | The target is attacked with a powerful beam. The user can’t move on the next turn. |
Light Screen | Psychic | Other | — | —% | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
Overheat | Fire | Special | 130 | 90% | 5 | The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat. |
Payback | Dark | Physical | 50 | 100% | 10 | The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. |
Power-Up Punch | Fighting | Physical | 40 | 100% | 20 | Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. |
Protect | Normal | Other | — | —% | 10 | Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
Rain Dance | Water | Other | — | —% | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
Rest | Psychic | Other | — | —% | 10 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
Retaliate | Normal | Physical | 70 | 100% | 5 | The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. |
Return | Normal | Physical | * | 100% | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
Rock Slide | Rock | Physical | 75 | 90% | 10 | Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. |
Rock Smash | Fighting | Physical | 40 | 100% | 15 | The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. |
Round | Normal | Special | 60 | 100% | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
Safeguard | Normal | Other | — | —% | 25 | The user creates a protective field that prevents status conditions for five turns. |
Shimmer Shot | Fairy | Special | 40 | 100% | 20 | Shimmering energy gathers around the user with each burst of light. Hitting a target raises the Special Attack stat. |
Sleep Talk | Normal | Other | — | —% | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
Snarl | Dark | Special | 55 | 95% | 15 | The user yells as if it’s ranting about something, which lowers the Sp. Atk stat of opposing Pokémon. |
Strength | Normal | Physical | 80 | 100% | 15 | The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. |
Substitute | Normal | Other | — | —% | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
Swagger | Normal | Other | — | 90% | 15 | The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. |
Taunt | Dark | Other | — | 100% | 20 | The target is taunted into a rage that allows it to use only attack moves for three turns. |
Thunder | Electric | Special | 110 | 70% | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
Thunder Wave | Electric | Other | — | 100% | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
Thunderbolt | Electric | Special | 90 | 100% | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
Torment | Dark | Other | — | 100% | 15 | The user torments and enrages the target, making it incapable of using the same move twice in a row. |
Toxic | Poison | Other | — | 90% | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Volt Switch | Electric | Special | 70 | 100% | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Wild Charge | Electric | Physical | 90 | 100% | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
Tutor Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
After You | Normal | Other | — | —% | 15 | The user helps the target and makes it use its move right after the user. |
Captivate | Normal | Other | — | 100% | 20 | If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. |
Dragon Pulse | Dragon | Special | 85 | 100% | 10 | The target is attacked with a shock wave generated by the user’s gaping mouth. |
Electroweb | Electric | Special | 55 | 95% | 15 | The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat. |
Endure | Normal | Other | — | —% | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Fire Punch | Fire | Physical | 75 | 100% | 15 | The target is punched with a fiery fist. This may also leave the target with a burn. |
Focus Punch | Fighting | Physical | 150 | 100% | 20 | The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. |
Foul Play | Dark | Physical | 95 | 100% | 15 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. |
Headbutt | Normal | Physical | 70 | 100% | 15 | The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. |
Heal Bell | Normal | Other | — | —% | 5 | The user makes a soothing bell chime to heal the status conditions of all the party Pokémon. |
Iron Tail | Steel | Physical | 100 | 75% | 15 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. |
Jump-Start | Electric | Other | — | —% | 20 | The user gives its ally a spark of potent energy, boosting its Special Attack and Speed stats. |
Magnet Rise | Electric | Other | — | —% | 10 | The user levitates using electrically generated magnetism for five turns. |
Natural Gift | Normal | Physical | * | 100% | 15 | The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. |
Outrage | Dragon | Physical | 120 | 100% | 10 | The user rampages and attacks for two to three turns. The user then becomes confused. |
Rock Climb | Normal | Physical | 90 | 85% | 20 | The user attacks the target by smashing into it with incredible force. This may also confuse the target. |
Secret Power | Normal | Physical | 70 | 100% | 20 | The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. |
Shock Wave | Electric | Special | 60 | —% | 20 | The user strikes the target with a quick jolt of electricity. This attack never misses. |
Signal Beam | Bug | Special | 75 | 100% | 15 | The user attacks with a sinister beam of light. This may also confuse the target. |
Snore | Normal | Special | 50 | 100% | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. |
Superpower | Fighting | Physical | 120 | 100% | 5 | The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats. |
Swift | Normal | Special | 60 | —% | 20 | Star-shaped rays are shot at the opposing Pokémon. This attack never misses. |
Thunder Punch | Electric | Physical | 75 | 100% | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
Zen Headbutt | Psychic | Physical | 80 | 90% | 15 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |
Egg Moves
Move | Type | Class | Power | Acc | PP | Summary |
---|---|---|---|---|---|---|
Agility | Psychic | Other | — | —% | 30 | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. |
Body Slam | Normal | Physical | 85 | 100% | 15 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. |
Eerie Impulse | Electric | Other | — | 100% | 15 | The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. |
Electric Terrain | Electric | Other | — | —% | 10 | The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. |
Flatter | Dark | Other | — | 100% | 15 | Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat. |
Odor Sleuth | Normal | Other | — | —% | 40 | Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit. |
Sand Attack | Ground | Other | — | 100% | 15 | Sand is hurled in the target’s face, reducing the target’s accuracy. |
Screech | Normal | Other | — | 85% | 40 | An earsplitting screech harshly lowers the target’s Defense stat. |
Other Moves
Move | Type | Class | Power | Acc | PP | Summary | Learned |
---|---|---|---|---|---|---|---|
Electro Ball | Electric | Special | * | 100% | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. | as Flaaffy (level 25) |
Power Gem | Rock | Special | 80 | 100% | 20 | The user attacks with a ray of light that sparkles as if it were made of gemstones. | as Flaaffy (level 34) |