This Pokémon is not eligible in Regulation M-C and cannot currently be used in Pokémon Champions. You can still use this page as a reference for base stats, type matchups, and moves.

Zebstrika
Related Pokemon
The Pokémon draws in all Electric-type moves. These moves do not work on the Pokémon. Instead, they boost its Sp. Atk stat by 1 stage.
Electric-type moves do not work on the Pokémon. Instead, they boost its Speed stat by 1 stage.
Grass-type moves do not work on the Pokémon. Instead, they boost its Attack stat by 1 stage.
* Based on Pokémon SV data, so it may be inaccurate
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Stomp | Normal | Phys | 65 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of making the target flinch. |
| Double Kick | Fighting | Phys | 30 | 100 | 30 | Contact | 1 Foe | Hits 2 times in a row in one turn. |
| Sand Attack | Ground | Stat | - | 100 | 15 | 1 Foe | Lowers the target's accuracy by 1 stage. | |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| 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 gains the Rampaging status. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Tail Whip | Normal | Stat | - | 100 | 30 | All Foes | Lowers the target's Defense by 1 stage. | |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| 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. This has no effect on Ground-type Pokémon. | |
| 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. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Swift | Normal | Spec | 60 | - | 20 | All Foes | Always hits. | |
| 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. | |
| 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. | |
| 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. | |
| 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. | |
| Spark | Electric | Phys | 65 | 100 | 20 | Contact | 1 Foe | Has a 10% chance to leave the target with paralysis. |
| 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. | |
| Baton Pass | Normal | Stat | - | - | 20 | Self | The user switches out of battle to be replaced by another party Pokémon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokémon switching in. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Uproar | Normal | Spec | 90 | 100 | 12 | Sound | Random Foe | The user gains the Uproar status. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Charge | Electric | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. |
| Overheat | Fire | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user’s Sp. Atk stat by 2 stages. | |
| Shock Wave | Electric | Spec | 60 | - | 20 | 1 Foe | Always hits. | |
| Feint | Normal | Phys | 30 | 100 | 12 | 1 Foe | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| 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). |
| Flame Charge | Fire | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers targets’ Speed stats by 1 stage. | |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user takes 1/4 of the damage dealt by this move. |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target’s Sp. Atk stat by 2 stages. | |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | Turns the entire field into Electric Terrain for 5 turns. | |
| High Horsepower | Ground | Phys | 95 | 95 | 12 | Contact | 1 Foe | An ordinary attacking move with no additional effect. |
| Smart Strike | Steel | Phys | 70 | - | 12 | Contact | 1 Foe | This move never misses. |
| 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. | |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| 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. |