Last updated: 2026-07-27

Related Pokemon
When the Pokémon takes damage from a move, it gains the Electric Boost status. The power of the next Electric-type move it uses is doubled once.
When the Pokémon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
All Pokémon become unable to use explosive moves. Explosive Abilities also fail to trigger. Self-Destruct, Explosion, Misty Explosion, and Mind Blown fail, and Aftermath is nullified.
A mono-Electric high-HP Pokemon leaning toward special walling. It uses Parabolic Charge, Slack Off, Soak, Toxic, and Volt Switch to leverage Electromorphosis, repeatedly taking hits while healing and stacking chip.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Soak Special Wall
Soak converts opponent to Water; Parabolic Charge heals.
Bellibolt
| HP | 216 | 32 | |
|---|---|---|---|
| Atk↓ | 75 | - | |
| Def | 111 | - | |
| SpA | 132 | 9 | |
| SpD↑ | 140 | 25 | |
| Spe | 68 | 3 |
Bellibolt build that heavily invests in HP and Sp. Def and secures high special bulk through Sitrus Berry and Slack Off while fighting. Even against opponents that resist Electric moves, it uses Soak to Playstyle of changing the opponent into a Water-type, then hitting the weakness is possible.
EV Allocation Intent
Since Bellibolt is often met with Ground-types, To ensure victory when Soak can be used on switch-in has been tailored with this in mind.
Volt Switch's slot is a swap candidate
Volt Switch's slot is a swap candidate. For chipping while tanking, Toxic; for finishing off escaping opponents, Sucker Punch; for safely pivoting to backup Pokémon, Volt Switch is recommended.Each move has its own strengths, so choose based on preference.
Soaks up the opponent's special attacks and plays the role of winning matchups while healing HP with Parabolic Charge whose power is doubled by the Ability. In unfavorable situations, pivots to backup with Volt Switch and Keeps pressuring while suppressing its own attrition with high bulk and recovery means functions through this.
Struggles against high-damage Ground-type Pokémon
This Bellibolt lacks damage output against Ground-types without Soak, so it is unfavorable in matchups against them.Make good use of Soak on switch-ins or switch out if it can't be used.
Type
Category
Target
Properties
39 / 39
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Flail | Normal | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Hyper Voice | Normal | Spec | 90 | 100 | 12 | Sound | All Foes | An ordinary attacking move. |
| Weather Ball | Normal | Spec | 50 | 100 | 12 | Ball | 1 Foe | When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type. |
| Slack Off | Normal | Stat | - | - | 8 | Self | Restores 1/2 of the user’s max HP. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Muddy Water | Water | Spec | 90 | 85 | 12 | All Foes | Has a 30% chance of lowering targets’ accuracy by 1 stage. | |
| Water Pulse | Water | Spec | 60 | 100 | 20 | Pulse | 1 Foe | Has a 20% chance of confusing the target. |
| Chilling Water | Water | Spec | 50 | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Soak | Water | Stat | - | 100 | 20 | 1 Foe | Changes the target’s type to Water. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| 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 max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user takes 1/4 of the damage dealt by this move. |
| Zap Cannon | Electric | Spec | 120 | 50 | 8 | Ball | 1 Foe | Paralyzes the target. |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Parabolic Charge | Electric | Spec | 65 | 100 | 20 | All | The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers targets’ Speed stats by 1 stage. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | Turns the entire field into Electric Terrain for 5 turns. | |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target’s Sp. Atk stat by 2 stages. | |
| Charge | Electric | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Acid Spray | Poison | Spec | 40 | 100 | 20 | Ball | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |
| Toxic | Poison | Stat | - | 90 | 12 | 1 Foe | Badly poisons the target. If the user is a Poison type, this move will never miss. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Mud-Slap | Ground | Spec | 20 | 100 | 12 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Sucker Punch | Dark | Phys | 70 | 100 | 8 | Contact | 1 Foe | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. |