The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.
The Pokémon’s status conditions are cured when it switches out.
Powers up punching moves.
# | Moves | Type | Category | Power | Accuracy | PP | Target | Priority | Description |
---|---|---|---|---|---|---|---|---|---|
1 | Scratch | Normal | Physical | 40 | 100 | 35 | normal | 0 | No additional effect. |
2 | Slam | Normal | Physical | 80 | 75 | 20 | normal | 0 | No additional effect. |
3 | Take Down | Normal | Physical | 90 | 85 | 20 | normal | 0 | Has 1/4 recoil. |
4 | Bite | Dark | Physical | 60 | 100 | 25 | normal | 0 | 30% chance to make the target flinch. |
5 | Growl | Normal | Status | 0 | 100 | 40 | allAdjacentFoes | 0 | Lowers the foe(s) Attack by 1. |
6 | Thunder Shock | Electric | Special | 40 | 100 | 30 | normal | 0 | 10% chance to paralyze the target. |
7 | Thunderbolt | Electric | Special | 90 | 100 | 15 | normal | 0 | 10% chance to paralyze the target. |
8 | Thunder Wave | Electric | Status | 0 | 90 | 20 | normal | 0 | Paralyzes the target. |
9 | Thunder | Electric | Special | 110 | 70 | 10 | normal | 0 | 30% chance to paralyze. Can't miss in rain. |
10 | Dig | Ground | Physical | 80 | 100 | 10 | normal | 0 | Digs underground turn 1, strikes turn 2. |
11 | Agility | Psychic | Status | 0 | 30 | self | 0 | Raises the user's Speed by 2. | |
12 | Quick Attack | Normal | Physical | 40 | 100 | 30 | normal | 1 | Usually goes first. |
13 | Swift | Normal | Special | 60 | 20 | allAdjacentFoes | 0 | This move does not check accuracy. Hits foes. | |
14 | Rest | Psychic | Status | 0 | 5 | self | 0 | User sleeps 2 turns and restores HP and status. | |
15 | Substitute | Normal | Status | 0 | 10 | self | 0 | User takes 1/4 its max HP to put in a substitute. | |
16 | Thief | Dark | Physical | 60 | 100 | 25 | normal | 0 | If the user has no item, it steals the target's. |
17 | Protect | Normal | Status | 0 | 10 | self | 4 | Prevents moves from affecting the user this turn. | |
18 | Mach Punch | Fighting | Physical | 40 | 100 | 30 | normal | 1 | Usually goes first. |
19 | Sweet Kiss | Fairy | Status | 0 | 75 | 10 | normal | 0 | Causes the target to become confused. |
20 | Endure | Normal | Status | 0 | 10 | self | 4 | User survives attacks this turn with at least 1 HP. | |
21 | Charm | Fairy | Status | 0 | 100 | 20 | normal | 0 | Lowers the target's Attack by 2. |
22 | Spark | Electric | Physical | 65 | 100 | 20 | normal | 0 | 30% chance to paralyze the target. |
23 | Sleep Talk | Normal | Status | 0 | 10 | self | 0 | User must be asleep. Uses another known move. | |
24 | Baton Pass | Normal | Status | 0 | 40 | self | 0 | User switches, passing stat changes and more. | |
25 | Encore | Normal | Status | 0 | 100 | 5 | normal | 0 | Target repeats its last move for its next 3 turns. |
26 | Metal Claw | Steel | Physical | 50 | 95 | 35 | normal | 0 | 10% chance to raise the user's Attack by 1. |
27 | Rain Dance | Water | Status | 0 | 5 | all | 0 | For 5 turns, heavy rain powers Water moves. | |
28 | Sunny Day | Fire | Status | 0 | 5 | all | 0 | For 5 turns, intense sunlight powers Fire moves. | |
29 | Crunch | Dark | Physical | 80 | 100 | 15 | normal | 0 | 20% chance to lower the target's Defense by 1. |
30 | Fake Out | Normal | Physical | 40 | 100 | 10 | normal | 3 | Hits first. First turn out only. 100% flinch chance. |
31 | Facade | Normal | Physical | 70 | 100 | 20 | normal | 0 | Power doubles if user is burn/poison/paralyzed. |
32 | Charge | Electric | Status | 0 | 20 | self | 0 | +1 SpD, user's Electric move next turn 2x power. | |
33 | Helping Hand | Normal | Status | 0 | 20 | adjacentAlly | 5 | One adjacent ally's move power is 1.5x this turn. | |
34 | Wish | Normal | Status | 0 | 10 | self | 0 | Next turn, 50% of the user's max HP is restored. | |
35 | Fling | Dark | Physical | 0 | 100 | 10 | normal | 0 | Flings the user's item at the target. Power varies. |
36 | Thunder Fang | Electric | Physical | 65 | 95 | 15 | normal | 0 | 10% chance to paralyze. 10% chance to flinch. |
37 | Discharge | Electric | Special | 80 | 100 | 15 | allAdjacent | 0 | 30% chance to paralyze adjacent Pokemon. |
38 | Charge Beam | Electric | Special | 50 | 90 | 10 | normal | 0 | 70% chance to raise the user's Sp. Atk by 1. |
39 | Electro Ball | Electric | Special | 0 | 100 | 10 | normal | 0 | More power the faster the user is than the target. |
40 | Entrainment | Normal | Status | 0 | 100 | 15 | normal | 0 | The target's Ability changes to match the user's. |
41 | Volt Switch | Electric | Special | 70 | 100 | 20 | normal | 0 | User switches out after damaging the target. |
42 | Wild Charge | Electric | Physical | 90 | 100 | 15 | normal | 0 | Has 1/4 recoil. |
43 | Play Rough | Fairy | Physical | 90 | 90 | 10 | normal | 0 | 10% chance to lower the target's Attack by 1. |
44 | Eerie Impulse | Electric | Status | 0 | 100 | 15 | normal | 0 | Lowers the target's Sp. Atk by 2. |
45 | Electric Terrain | Electric | Status | 0 | 10 | all | 0 | 5 turns. Grounded: +Electric power, can't sleep. | |
46 | Nuzzle | Electric | Physical | 20 | 100 | 20 | normal | 0 | 100% chance to paralyze the target. |
47 | Tera Blast | Normal | Special | 80 | 100 | 10 | normal | 0 | If Terastallized: Phys. if Atk > SpA & Type = Tera Type. |