Sandy Shocks is an Electric/Ground-type Pokémon introduced in Generation IX, with a base stat total of 570 and no standard evolutions.

Sandy Shocks

Sandy Shocks

Abilities

Protosynthesis

Boosts the Pokémon's most proficient stat in harsh sunlight or if the Pokémon is holding Booster Energy.

Base Stats

Total: 570
EV Yield: 3 Sp. Atk
HP: 85
Attack: 81
Defense: 97
Sp. Atk: 121
Sp. Def: 85
Speed: 101

Sandy Shocks's Weaknesses and Resistances

Evolution Chain

Sandy Shocks does not evolve into or from any other Pokémon.

Sandy Shocks Playthrough, Competitive, and Nuzlocke Usage

Using Sandy Shocks in a Playthrough

Sandy Shocks is a standalone Electric/Ground Paradox Pokémon found naturally only in Pokémon Scarlet's Area Zero, so it normally becomes available during the final portion of the story; Violet players need trade, event, or Union Circle access. Its base 121 Special Attack and 101 Speed make it a strong immediate special attacker, while Electric/Ground STAB is particularly useful because Thunderbolt and Earth Power provide two powerful, perfectly accurate attacks with very different defensive answers. Volt Switch lets Sandy Shocks attack while repositioning, and Stealth Rock or Spikes can add team utility when the player wants more than direct damage; Power Gem and Flash Cannon offer additional special coverage. Protosynthesis raises its highest stat in harsh sunlight or when Booster Energy activates, with Speed receiving a 50% increase instead of the 30% increase applied to other stats, so actual stat distribution determines whether Sandy Shocks becomes faster or stronger. Electric/Ground grants an Electric immunity and resistances to Flying, Poison, Rock, and Steel, but weaknesses to Water, Grass, Ice, and Ground are all common enough to punish careless switching. Its 85/97/85 bulk is respectable rather than exceptional and it lacks easy conventional recovery, so its safest story role is generally fast special offense and pivoting rather than repeated defensive switching. Timid can push its Speed high enough to make Speed-focused Protosynthesis sets especially fast, while Modest maximizes its already strong Special Attack.

Sandy Shocks in Competitive Pokémon

Sandy Shocks currently sits in SV UU and has established itself as a useful fast special attacker, entry-hazard setter, and pivot rather than a one-dimensional sun sweeper. Its Electric/Ground STAB combination is difficult to switch into cleanly, with Thunderbolt pressuring Flying- and Water-types while Earth Power punishes many Grounded Electric resists and Steel-types, and base 101 Speed places it above a large portion of slower wallbreakers. Stealth Rock and Spikes give it hazard-setting utility, while Volt Switch can preserve momentum against opponents it forces out; this combination lets Sandy Shocks make progress even when it cannot immediately break a defensive answer. Booster Energy or sun can activate Protosynthesis, and Speed-boosting variants can become effective cleaners or fast support Pokémon while Special Attack-boosting variants emphasize immediate damage. Its limitations keep it below OU: four common weaknesses, no reliable recovery, only moderate bulk, and competition from faster or stronger Electric- and Ground-types make it difficult to fit on every team. Sandy Shocks nevertheless had documented official doubles use early in Generation IX; for example, it appeared on the 2023 Charlotte Regional Senior Division championship team alongside Iron Bundle, showing that its Speed, typing, and support options could translate beyond singles. Its current UU placement therefore represents a real competitive niche based on offensive typing and role compression rather than merely novelty as a Paradox Magneton.

Sandy Shocks in Nuzlockes

Sandy Shocks is a strong late-game Scarlet Nuzlocke attacker because Thunderbolt and Earth Power are both perfectly accurate, powerful special STAB moves and base 101 Speed frequently lets it attack before the opponent. Its Electric immunity creates useful switch opportunities, while resistances to Flying, Poison, Rock, and Steel can make known physical or special matchups comparatively safe. Volt Switch is especially valuable under permadeath rules because it deals damage while moving Sandy Shocks out of danger, allowing the player to preserve favorable positioning instead of leaving it exposed. Stealth Rock and Spikes can generate safe team-wide value against boss battles with repeated switches, but spending turns setting hazards is unnecessary when an opponent can threaten one of Sandy Shocks's Water, Grass, Ice, or Ground weaknesses. Its bulk is adequate but not strong enough to absorb repeated super-effective hits, and the absence of dependable instant recovery means damage accumulation matters across long routes or sequential battles. Protosynthesis can improve either offense or Speed and may create safer knockouts, but Booster Energy is a consumable resource in ordinary gameplay rather than something that should be assumed for every encounter. Timid is usually the safer Nuzlocke Nature because moving first reduces exposure, while Modest is worthwhile when the additional damage changes important knockout ranges.

Learnsets

63 moves · Scarlet Violet

Level Up

1 Supersonic normal type --- 55 status move
1 Thunder Shock electric type 40 100 special move
1 Thunder Wave electric type --- 90 status move
1 Electric Terrain electric type --- --- status move
7 Spark electric type 65 100 physical move
14 Bulldoze ground type 60 100 physical move
21 Charge Beam electric type 50 90 special move
28 Tri Attack normal type 80 100 special move
35 Screech normal type --- 85 status move
42 Heavy Slam steel type --- 100 physical move
49 Metal Sound steel type --- 85 status move
56 Discharge electric type 80 100 special move
63 Earth Power ground type 90 100 special move
70 Mirror Coat psychic type --- 100 special move
77 Gravity psychic type --- --- status move
84 Zap Cannon electric type 120 50 special move
91 Magnetic Flux electric type --- --- status move

Machine

- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Hyper Beam normal type 150 90 special move
- Thunderbolt electric type 90 100 special move
- Thunder Wave electric type --- 90 status move
- Thunder electric type 110 70 special move
- Earthquake ground type 100 100 physical move
- Light Screen psychic type --- --- status move
- Reflect psychic type --- --- status move
- Swift normal type 60 --- special move
- Rest psychic type --- --- status move
- Substitute normal type --- --- status move
- Protect normal type --- --- status move
- Spikes ground type --- --- status move
- Sandstorm rock type --- --- status move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Sunny Day fire type --- --- status move
- Facade normal type 70 100 physical move
- Charge electric type --- --- status move
- Metal Sound steel type --- 85 status move
- Sand Tomb ground type 35 85 physical move
- Iron Defense steel type --- --- status move
- Mud Shot ground type 55 95 special move
- Gravity psychic type --- --- status move
- Power Gem rock type 80 100 special move
- Earth Power ground type 90 100 special move
- Giga Impact normal type 150 90 physical move
- Flash Cannon steel type 80 100 special move
- Stealth Rock rock type --- --- status move
- Charge Beam electric type 50 90 special move
- Heavy Slam steel type --- 100 physical move
- Electro Ball electric type --- 100 special move
- Volt Switch electric type 70 100 special move
- Bulldoze ground type 60 100 physical move
- Electroweb electric type 55 95 special move
- Wild Charge electric type 90 100 physical move
- Eerie Impulse electric type --- 100 status move
- Electric Terrain electric type --- --- status move
- High Horsepower ground type 95 95 physical move
- Stomping Tantrum ground type 75 100 physical move
- Body Press fighting type 80 100 physical move
- Scorching Sands ground type 70 100 special move
- Tera Blast normal type 80 100 special move
- Supercell Slam electric type 100 95 physical move

Egg

- Sunny Day fire type --- --- status move

Pokédex Entries

2 entries
Scarlet

No records exist of this Pokémon being caught. Data is lacking, but the Pokémon’s traits match up with a creature shown in an expedition journal.

Violet

It slightly resembles a Magneton that lived for 10,000 years and was featured in an article in a paranormal magazine.

Additional Images

PokeAPI sprites

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Sandy Shocks Biology and Behavior

Sandy Shocks is composed of three Magneton-like metallic units covered partly in iron filings, with the upper unit bearing markings reminiscent of war paint and the lower magnets elongated into leg-like structures. Unlike modern Magneton, it does not normally float; it walks by bending those elongated magnets, while a group of screws coated in iron filings floats behind it like a tail. Reports describe Sandy Shocks as aggressive, with some observers claiming to have been attacked in Paldea's arid regions. Its origin is intentionally unresolved: AI Sada calls it an ancient ancestor of Magneton, whereas the Professor encountered at the Crystal Pool describes it as a Magneton counterpart from another timeline, and Heath recorded the creature roughly 200 years before Sada's time machine was built.

Sandy Shocks Biological Data

National Pokédex
#989
Species
Paradox Pokémon
Height
7' 7" (2.3 m)
Weight
132.3 lbs (60.0 kg)
Habitat
Currently Unknown
Color
Gray
Body Style
Quadruped
Gender
Genderless

Misc

Catch Rate: 30

Base Experience: 285 Exp

Hatch Counter: 50

Sandy Shocks Size Comparison: BETA

Sandy Shocks is listed at 7' 7" (2.3 m) and shown in an in-chart visual comparison.

8 ft7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
sandy-shocks
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.