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Tadbulb

Types :

Electric

Egg Groups :

Water 1

Abilities :

Damp:

The Pokémon dampens its surroundings, preventing all Pokémon from using explosive moves such as Self-Destruct.

Static:

The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.

Own Tempo:

The Pokémon sticks to its own tempo, preventing it from becoming confused or being affected by Intimidate.

Base :

#MovesTypeCategoryPowerAccuracyPPTargetPriorityDescription
1NormalTackleNormalPhysical4010035normal0No additional effect.
2WaterWater GunWaterSpecial4010025normal0No additional effect.
3ElectricThunder ShockElectricSpecial4010030normal010% chance to paralyze the target.
4ElectricThunderboltElectricSpecial9010015normal010% chance to paralyze the target.
5ElectricThunder WaveElectricStatus09020normal0Paralyzes the target.
6ElectricThunderElectricSpecial1107010normal030% chance to paralyze. Can't miss in rain.
7GhostConfuse RayGhostStatus010010normal0Confuses the target.
8PsychicLight ScreenPsychicStatus030allySide0For 5 turns, special damage to allies is halved.
9PsychicReflectPsychicStatus020allySide0For 5 turns, physical damage to allies is halved.
10NormalSwiftNormalSpecial6020allAdjacentFoes0This move does not check accuracy. Hits foes.
11PsychicRestPsychicStatus05self0User sleeps 2 turns and restores HP and status.
12NormalSubstituteNormalStatus010self0User takes 1/4 its max HP to put in a substitute.
13NormalFlailNormalPhysical010015normal0More power the less HP the user has left.
14NormalProtectNormalStatus010self4Prevents moves from affecting the user this turn.
15GroundMud-SlapGroundSpecial2010010normal0100% chance to lower the target's accuracy by 1.
16ElectricZap CannonElectricSpecial120505normal0100% chance to paralyze the target.
17NormalEndureNormalStatus010self4User survives attacks this turn with at least 1 HP.
18ElectricSparkElectricPhysical6510020normal030% chance to paralyze the target.
19NormalSleep TalkNormalStatus010self0User must be asleep. Uses another known move.
20WaterRain DanceWaterStatus05all0For 5 turns, heavy rain powers Water moves.
21ElectricChargeElectricStatus020self0+1 SpD, user's Electric move next turn 2x power.
22NormalHyper VoiceNormalSpecial9010010allAdjacentFoes0No additional effect. Hits adjacent foes.
23NormalWeather BallNormalSpecial5010010normal0Power doubles and type varies in each weather.
24WaterMuddy WaterWaterSpecial908510allAdjacentFoes030% chance to lower the foe(s) accuracy by 1.
25GroundMud ShotGroundSpecial559515normal0100% chance to lower the target's Speed by 1.
26WaterWater PulseWaterSpecial6010020any020% chance to confuse the target.
27DarkSucker PunchDarkPhysical701005normal1Usually goes first. Fails if target is not attacking.
28ElectricDischargeElectricSpecial8010015allAdjacent030% chance to paralyze adjacent Pokemon.
29ElectricCharge BeamElectricSpecial509010normal070% chance to raise the user's Sp. Atk by 1.
30ElectricElectro BallElectricSpecial010010normal0More power the faster the user is than the target.
31WaterSoakWaterStatus010020normal0Changes the target's type to Water.
32PoisonAcid SprayPoisonSpecial4010020normal0100% chance to lower the target's Sp. Def by 2.
33ElectricVolt SwitchElectricSpecial7010020normal0User switches out after damaging the target.
34ElectricWild ChargeElectricPhysical9010015normal0Has 1/4 recoil.
35ElectricParabolic ChargeElectricSpecial6510020allAdjacent0User recovers 50% of the damage dealt.
36ElectricEerie ImpulseElectricStatus010015normal0Lowers the target's Sp. Atk by 2.
37ElectricElectric TerrainElectricStatus010all05 turns. Grounded: +Electric power, can't sleep.
38NormalTera BlastNormalSpecial8010010normal0If Terastallized: Phys. if Atk > SpA & Type = Tera Type.
39WaterChilling WaterWaterSpecial5010020normal0100% chance to lower the target's Attack by 1.