Aura Wheel |
 |
 |
10 |
110 |
100 |
The user attacks with energy in its cheeks. This attack raises its Speed.
|
Bolt Beak |
 |
 |
10 |
85 |
100 |
If the user attacks before the target, the power of the user's electrified beak is doubled.
|
Bolt Strike |
 |
 |
5 |
130 |
85 |
The user charges the target full of electricity. This may also leave it paralyzed.
|
Buzzy Buzz |
 |
 |
20 |
60 |
100 |
Shoots a jolt of electricity that always paralyzes.
|
Charge |
 |
 |
20 |
— |
100 |
The user boosts the power of the next Electric move it uses and raises its Sp. Def stat.
|
Charge Beam |
 |
 |
10 |
50 |
90 |
The target is hit by a charge. Remaining electricity may raise the user's Sp. Atk stat.
|
Discharge |
 |
 |
15 |
80 |
100 |
The user hits everything nearby with a flare of electricity. This may also paralyze.
|
Double Shock |
 |
 |
5 |
120 |
100 |
The user discharges all electricity from its body, losing its Electric typing.
|
Eerie Impulse |
 |
 |
15 |
— |
100 |
The user generates an eerie impulse. This harshly lowers the target's Sp. Atk stat.
|
Electric Terrain |
 |
 |
10 |
— |
— |
For 5 turns, grounded Pokémon stay awake and Electric-type moves are stronger.
|
Electrify |
 |
 |
20 |
— |
— |
If the target is electrified before it uses a move that turn, its move becomes Electric type.
|
Electro Ball |
 |
 |
10 |
— |
100 |
The user hurls an electric orb at the target. The move's power scales with the user's Speed.
|
Electro Drift |
 |
 |
5 |
100 |
100 |
Pierces the foe with futuristic electricity. This move's power is boosted if supereffective.
|
Electro Shot |
 |
 |
10 |
130 |
100 |
TODO
|
Electroweb |
 |
 |
15 |
55 |
95 |
The user captures opposing Pokémon using an electric net. This lowers their Speed stats.
|
Epic Tempest |
 |
 |
5 |
120 |
100 |
The target is hit by a plasma storm that may paralyze. The user's special stats fall.
|
Fusion Bolt |
 |
 |
5 |
100 |
100 |
This move's power is increased when influenced by an enormous flame.
|
Ion Deluge |
 |
 |
25 |
— |
— |
Dispersed electrically charged particles change Normal-type moves to Electric-type moves.
|
Magnet Rise |
 |
 |
10 |
— |
— |
The user levitates using electrically generated magnetism for five turns.
|
Magnetic Flux |
 |
 |
20 |
— |
— |
Ally Pokémon with the Plus or Minus Ability have their defensive stats raised.
|
Negative Energy |
 |
 |
20 |
80 |
100 |
The user attacks opposing Pokémon with a shock wave. Type effectiveness is inverted.
|
Nuzzle |
 |
 |
20 |
20 |
100 |
The user nuzzles its electrified cheeks against the target. This also paralyzes it.
|
Overdrive |
 |
 |
10 |
80 |
100 |
The user attacks opposing Pokémon by twanging a guitar or bass guitar.
|
Parabolic Charge |
 |
 |
20 |
65 |
100 |
The user attacks everything around it, restoring its HP by half the damage caused.
|
Pika Papow |
 |
 |
20 |
— |
— |
Pikachu's love increases its power. It never misses.
|
Plasma Fists |
 |
 |
15 |
100 |
100 |
The user fights with electrified fists, making Normal-type moves Electric-type.
|
Rising Voltage |
 |
 |
20 |
70 |
100 |
The target is hit with electric voltage from below. The power doubles on Electric Terrain.
|
Shock Wave |
 |
 |
20 |
60 |
— |
The user strikes the target with a quick jolt of electricity. This attack never misses.
|
Solar Erupt |
 |
 |
5 |
150 |
95 |
The user unleashes a strong beam of solar energy. All its stats are lowered, however.
|
Solar Flare |
 |
 |
10 |
— |
— |
The user magnetizes the air to summon a Solar Wind.
|
Solar Ingest |
 |
 |
5 |
— |
100 |
The user absorbs energy to sharply raise it stats, but at the cost of a great chunk of HP.
|
Spark |
 |
 |
20 |
65 |
100 |
The user throws an electrically charged tackle that may also leave the target paralyzed.
|
Spark Blade |
 |
 |
10 |
95 |
100 |
The user strikes with a blade that may paralyze. Critical hits land more easily.
|
Supercell Slam |
 |
 |
15 |
100 |
95 |
The user electrifies itself for a high-risk tackle. If it misses, the user is hurt instead.
|
Thunder |
 |
 |
10 |
110 |
70 |
A wicked thunderbolt is dropped on the target. This may also leave it with paralysis.
|
Thunder Cage |
 |
 |
15 |
80 |
90 |
The user traps the target in a cage of sparking electricity for four to five turns.
|
Thunder Fang |
 |
 |
15 |
65 |
95 |
The user bites with electrified fangs. It may also make the target flinch or paralyze it.
|
Thunder Punch |
 |
 |
15 |
75 |
100 |
The target is punched with an electrified fist. This may also leave the target paralyzed.
|
Thunder Shock |
 |
 |
30 |
40 |
100 |
A jolt of electricity crashes down on the target. This may also leave it with paralysis.
|
Thunder Wave |
 |
 |
20 |
— |
90 |
The user launches a weak jolt of electricity that paralyzes the target.
|
Thunderbolt |
 |
 |
15 |
90 |
100 |
A strong electric blast crashes down on the target. This may also leave it with paralysis.
|
Thunderclap |
 |
 |
5 |
70 |
100 |
Attacks first with a jolt of electricity, but fails if the target is not about to attack.
|
Volt Overload |
 |
 |
15 |
80 |
100 |
The user attacks the target by blowing a circuit. This may leave it with a burn.
|
Volt Switch |
 |
 |
20 |
70 |
100 |
After making its attack, the user rushes back to switch places with a party Pokémon.
|
Volt Tackle |
 |
 |
15 |
120 |
100 |
The user electrifies itself, then charges, damaging the user. It may paralyze a target.
|
Wild Charge |
 |
 |
15 |
90 |
100 |
The user shrouds itself in electricity and smashes into its target, but is damaged a little.
|
Wildbolt Storm |
 |
 |
10 |
100 |
80 |
The user attacks with a thunderous tempest. It may paralyze.
|
Zap Cannon |
 |
 |
5 |
120 |
50 |
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
|
Zing Zap |
 |
 |
10 |
80 |
100 |
A strong electric blast crashes down on the target. This may also make it flinch.
|
Zippy Zap |
 |
 |
15 |
50 |
100 |
Electric bursts always go first and land a critical hit.
|