The Pokémon dampens its surroundings, preventing all Pokémon from using explosive moves such as Self-Destruct.
The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.
The Pokémon becomes charged when it takes damage, boosting the power of the next Electric-type move the Pokémon uses.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 40 | 100 | 35 | normal | 0 | No additional effect. |
2 | Water Gun | Water | Special | 40 | 100 | 25 | normal | 0 | No additional effect. |
3 | Hyper Beam | Normal | Special | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
4 | Thunder Shock | Electric | Special | 40 | 100 | 30 | normal | 0 | 10% chance to paralyze the target. |
5 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
6 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
7 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
8 | Confuse Ray | Ghost | Status | 0 | 100 | 10 | normal | 0 | Confuses the target. |
9 | Light Screen | Psychic | Status | 0 | 30 | allySide | 0 | For 5 turns, special damage to allies is halved. | |
10 | Reflect | Psychic | Status | 0 | 20 | allySide | 0 | For 5 turns, physical damage to allies is halved. | |
11 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
12 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
13 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
14 | Flail | Normal | Physical | 0 | 100 | 15 | normal | 0 | More power the less HP the user has left. |
15 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
16 | Mud-Slap | Ground | Special | 20 | 100 | 10 | normal | 0 | 100% chance to lower the target's accuracy by 1. |
17 | Zap Cannon | Electric | Special | 120 | 50 | 5 | normal | 0 | 100% chance to paralyze the target. |
18 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
19 | Spark | Electric | Physical | 65 | 100 | 20 | normal | 0 | 30% chance to paralyze the target. |
20 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
21 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
22 | Charge | Electric | Status | 0 | 20 | self | 0 | +1 SpD, user's Electric move next turn 2x power. | |
23 | Slack Off | Normal | Status | 0 | 5 | self | 0 | Heals the user by 50% of its max HP. | |
24 | Hyper Voice | Normal | Special | 90 | 100 | 10 | allAdjacentFoes | 0 | No additional effect. Hits adjacent foes. |
25 | Weather Ball | Normal | Special | 50 | 100 | 10 | normal | 0 | Power doubles and type varies in each weather. |
26 | Mud Shot | Ground | Special | 55 | 95 | 15 | normal | 0 | 100% chance to lower the target's Speed by 1. |
27 | Water Pulse | Water | Special | 60 | 100 | 20 | any | 0 | 20% chance to confuse the target. |
28 | Sucker Punch | Dark | Physical | 70 | 100 | 5 | normal | 1 | Usually goes first. Fails if target is not attacking. |
29 | Giga Impact | Normal | Physical | 150 | 90 | 5 | normal | 0 | User cannot move next turn. |
30 | Discharge | Electric | Special | 80 | 100 | 15 | allAdjacent | 0 | 30% chance to paralyze adjacent Pokemon. |
31 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
32 | Electro Ball | Electric | Special | 0 | 100 | 10 | normal | 0 | More power the faster the user is than the target. |
33 | Acid Spray | Poison | Special | 40 | 100 | 20 | normal | 0 | 100% chance to lower the target's Sp. Def by 2. |
34 | Volt Switch | Electric | Special | 70 | 100 | 20 | normal | 0 | User switches out after damaging the target. |
35 | Wild Charge | Electric | Physical | 90 | 100 | 15 | normal | 0 | Has 1/4 recoil. |
36 | Eerie Impulse | Electric | Status | 0 | 100 | 15 | normal | 0 | Lowers the target's Sp. Atk by 2. |
37 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
38 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |
39 | Chilling Water | Water | Special | 50 | 100 | 20 | normal | 0 | 100% chance to lower the target's Attack by 1. |