The Pokémon draws in all Electric-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted.
Turns the ground into Electric Terrain when the Pokémon enters a battle.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Fury Attack | Normal | Physical | 15 | 85 | 20 | normal | 0 | Hits 2-5 times in one turn. |
2 | Body Slam | Normal | Physical | 85 | 100 | 15 | normal | 0 | 30% chance to paralyze the target. |
3 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
4 | Water Gun | Water | Special | 40 | 100 | 25 | normal | 0 | No additional effect. |
5 | Hydro Pump | Water | Special | 110 | 80 | 5 | normal | 0 | No additional effect. |
6 | Surf | Water | Special | 90 | 100 | 15 | allAdjacent | 0 | Hits adjacent Pokemon. Double damage on Dive. |
7 | Bubble Beam | Water | Special | 65 | 100 | 20 | normal | 0 | 10% chance to lower the target's Speed by 1. |
8 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
9 | Peck | Flying | Physical | 35 | 100 | 35 | any | 0 | No additional effect. |
10 | Thunder Shock | Electric | Special | 40 | 100 | 30 | normal | 0 | 10% chance to paralyze the target. |
11 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
12 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
13 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
14 | Recover | Normal | Status | 0 | 5 | self | 0 | Heals the user by 50% of its max HP. | |
15 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
16 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
17 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
18 | Curse | Ghost | Status | 0 | 10 | randomNormal | 0 | Curses if Ghost, else -1 Spe, +1 Atk, +1 Def. | |
19 | Reversal | Fighting | Physical | 0 | 100 | 15 | normal | 0 | More power the less HP the user has left. |
20 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
21 | Spikes | Ground | Status | 0 | 20 | foeSide | 0 | Hurts grounded foes on switch-in. Max 3 layers. | |
22 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
23 | Spark | Electric | Physical | 65 | 100 | 20 | normal | 0 | 30% chance to paralyze the target. |
24 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
25 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
26 | Memento | Dark | Status | 0 | 100 | 10 | normal | 0 | Lowers target's Attack, Sp. Atk by 2. User faints. |
27 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
28 | Charge | Electric | Status | 0 | 20 | self | 0 | +1 SpD, user's Electric move next turn 2x power. | |
29 | Acupressure | Normal | Status | 0 | 30 | adjacentAllyOrSelf | 0 | Raises a random stat of the user or an ally by 2. | |
30 | Sucker Punch | Dark | Physical | 70 | 100 | 5 | normal | 1 | Usually goes first. Fails if target is not attacking. |
31 | Toxic Spikes | Poison | Status | 0 | 20 | foeSide | 0 | Poisons grounded foes on switch-in. Max 2 layers. | |
32 | Poison Jab | Poison | Physical | 80 | 100 | 20 | normal | 0 | 30% chance to poison the target. |
33 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
34 | Discharge | Electric | Special | 80 | 100 | 15 | allAdjacent | 0 | 30% chance to paralyze adjacent Pokemon. |
35 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
36 | Venoshock | Poison | Special | 65 | 100 | 10 | normal | 0 | Power doubles if the target is poisoned. |
37 | Electro Ball | Electric | Special | 0 | 100 | 10 | normal | 0 | More power the faster the user is than the target. |
38 | Hex | Ghost | Special | 65 | 100 | 10 | normal | 0 | Power doubles if the target has a status ailment. |
39 | Wild Charge | Electric | Physical | 90 | 100 | 15 | normal | 0 | Has 1/4 recoil. |
40 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
41 | Liquidation | Water | Physical | 85 | 100 | 10 | normal | 0 | 20% chance to lower the target's Defense by 1. |
42 | Zing Zap | Electric | Physical | 80 | 100 | 10 | normal | 0 | 30% chance to make the target flinch. |
43 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
44 | Chilling Water | Water | Special | 50 | 100 | 20 | normal | 0 | 100% chance to lower the target's Attack by 1. |