
Boosts the power of its Electric-type moves to 1.3 times.
* Based on Pokémon SV data, so it may be inaccurate
Type
Category
Target
Properties
40 / 40
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Take Down | Normal | Phys | 90 | 85 | 20 | Contact | 1 Foe | The user takes 1/4 of the damage it dealt to the target as recoil. |
| Thrash | Normal | Phys | 120 | 100 | 12 | Contact | Random Foe | The user becomes confused after using this move (rampage state). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Thunder Shock | Electric | Spec | 40 | 100 | 30 | 1 Foe | Has a 10% chance to paralyze the target. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. It has no effect on Ground-type Pokémon. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. In rain, it always hits the target. In harsh sunlight, its accuracy is lowered. It can also hit a target that is in the air (Fly). | |
| Agility | Psychic | Stat | - | - | 20 | Self | Raises the user's Speed by 2 stages. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Sets Light Screen on the user's side of the field for 5 turns. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Puts the user's side of the field into the Reflect condition for 5 turns. | |
| Swift | Normal | Spec | 60 | - | 20 | All Foes | Always hits. | |
| Explosion | Normal | Phys | 250 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Zap Cannon | Electric | Spec | 120 | 50 | 8 | Ball | 1 Foe | Paralyzes the target. |
| Lock-On | Normal | Stat | - | - | 8 | 1 Foe | Puts the user into the Lock-On condition. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Rapid Spin | Normal | Phys | 50 | 100 | 20 | Contact | 1 Foe | Removes Bind and Leech Seed affecting the user, as well as Spikes, Toxic Spikes, Sticky Web, and Stealth Rock on the user's side. Raises the user's Speed by 1 stage. |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Extreme Speed | Normal | Phys | 80 | 100 | 8 | Contact | 1 Foe | Always strikes first (priority +2). |
| Ancient Power | Rock | Spec | 60 | 100 | 8 | 1 Foe | Has a 10% chance of raising each of the user's Attack, Defense, Sp. Atk, Sp. Def, and Speed by 1 stage. | |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Charge | Electric | Stat | - | - | 20 | Self | Raises the user's Sp. Def by 1 stage. The user becomes charged, powering up its next Electric-type move. | |
| Shock Wave | Electric | Spec | 60 | - | 20 | 1 Foe | Always hits. | |
| Magnet Rise | Electric | Stat | - | - | 12 | Self | The user enters the Magnet Rise (Telekinesis-immune levitation) state. | |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance to raise the user's Sp. Atk. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user's Speed is compared to the target's, the greater the move's power. Power 40-150. |
| Acrobatics | Flying | Phys | 55 | 100 | 16 | Contact | 1 Foe | If the user is not holding an item, this move's power is doubled. |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out with another Pokémon in the party. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers the target's Speed by 1 stage. | |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user also takes 1/4 of the damage it dealt as recoil. |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target's Sp. Atk by two stages. | |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | For 5 turns, the whole field is put into the Electric Terrain condition. | |
| Thunder Cage | Electric | Spec | 80 | 90 | 15 | 1 Foe | For 4 to 5 turns, deals damage equal to 1/8 of the target's maximum HP at the end of each turn. During this time, Pokemon other than Ghost types cannot switch out. | |
| Tera Blast | Normal | Spec | 80 | 100 | 10 | 1 Foe | While Terastallized, this move becomes the same type as the user's Tera Type and deals damage using the higher of the user's Attack and Sp. Atk. | |
| Supercell Slam | Electric | Phys | 100 | 95 | 16 | Contact | 1 Foe | If this move misses or fails, the user takes damage equal to 1/2 of its maximum HP. Power is doubled and the move never misses against a target in the Minimized state. |