electrode

Stats

HP:

60

Attack:

50

Defense:

70

Sp. attack:

80

Sp. defense:

80

Speed:

150

Name

Type

Damage class

Accuracy

Power

PP

Effect

agility psychic status - - 30 Raises the user's Speed by two stages.
bide normal physical - - 10 User waits for two turns, then hits back for twice the damage it took.
charge electric status - - 20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
charge beam electric special 90 50 10 Has a 70% chance to raise the user's Special Attack by one stage.
confide normal status - - 20 Lowers the target's Special Attack by one stage.
curse ghost status - - 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
discharge electric special 100 80 15 Has a 30% chance to paralyze the target.
double edge normal physical 100 120 15 User receives 1/3 the damage inflicted in recoil.
double team normal status - - 15 Raises the user's evasion by one stage.
eerie impulse electric status 100 - 15 Lowers the target's Special Attack by two stages.
electric terrain electric status - - 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
electro ball electric special 100 - 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
electroweb electric special 95 55 15 Lowers the target's Speed by one stage.
endure normal status - - 10 Prevents the user's HP from lowering below 1 this turn.
explosion normal physical 100 250 5 User faints.
facade normal physical 100 70 20 Power doubles if user is burned, paralyzed, or poisoned.
flash normal status 100 - 20 Lowers the target's accuracy by one stage.
foul play dark physical 100 95 15 Calculates damage with the target's attacking stat.
frustration normal physical 100 - 20 Power increases as happiness decreases, up to a maximum of 102.
giga impact normal physical 90 150 5 User foregoes its next turn to recharge.
gyro ball steel physical 100 - 5 Power raises when the user has lower Speed, up to a maximum of 150.
headbutt normal physical 100 70 15 Has a 30% chance to make the target flinch.
helping hand normal status - - 20 Ally's next move inflicts half more damage.
hidden power normal special 100 60 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
hyper beam normal special 90 150 5 User foregoes its next turn to recharge.
light screen psychic status - - 30 Reduces damage from special attacks by 50% for five turns.
magic coat psychic status - - 15 Reflects back the first effect move used on the user this turn.
magnet rise electric status - - 10 User is immune to Ground moves and effects for five turns.
magnetic flux electric status - - 20 Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
metal sound steel status 85 - 40 Lowers the target's Special Defense by two stages.
mimic normal status - - 10 Copies the target's last used move.
mirror coat psychic special 100 - 20 Inflicts twice the damage the user received from the last special hit it took.
natural gift normal physical 100 - 15 Power and type depend on the held berry.
protect normal status - - 10 Prevents any moves from hitting the user this turn.
rage normal physical 100 20 20 If the user is hit after using this move, its Attack rises by one stage.
rain dance water status - - 5 Changes the weather to rain for five turns.
reflect psychic status - - 20 Reduces damage from physical attacks by half.
rest psychic status - - 5 User sleeps for two turns, completely healing itself.
return normal physical 100 - 20 Power increases with happiness, up to a maximum of 102.
rollout rock physical 90 30 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
round normal special 100 60 15 Has double power if it's used more than once per turn.
scary face normal status 100 - 10 Lowers the target's Speed by two stages.
screech normal status 85 - 40 Lowers the target's Defense by two stages.
secret power normal physical 100 70 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
self destruct normal physical 100 200 5 User faints.
shock wave electric special - 60 20 Never misses.
signal beam bug special 100 75 15 Has a 10% chance to confuse the target.
skull bash normal physical 100 130 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
sleep talk normal status - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
snore normal special 100 50 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
sonic boom normal special 90 - 20 Inflicts 20 points of damage.
spark electric physical 100 65 20 Has a 30% chance to paralyze the target.
substitute normal status - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
sucker punch dark physical 100 70 5 Only works if the target is about to use a damaging move.
supercell slam electric physical 95 100 15 -
swagger normal status 85 - 15 Raises the target's Attack by two stages and confuses the target.
swift normal special - 60 20 Never misses.
tackle normal physical 100 40 35 Inflicts regular damage with no additional effect.
take down normal physical 85 90 20 User receives 1/4 the damage it inflicts in recoil.
taunt dark status 100 - 20 For the next few turns, the target can only use damaging moves.
telekinesis psychic status - - 15 Moves have 100% accuracy against the target for three turns.
teleport psychic status - - 20 Immediately ends wild battles. No effect otherwise.
tera blast normal special 100 80 10 -
thief dark physical 100 60 25 Takes the target's item.
thunder electric special 70 110 10 Has a 30% chance to paralyze the target.
thunder shock electric special 100 40 30 Has a 10% chance to paralyze the target.
thunder wave electric status 90 - 20 Paralyzes the target.
thunderbolt electric special 100 90 15 Has a 10% chance to paralyze the target.
torment dark status 100 - 15 Prevents the target from using the same move twice in a row.
toxic poison status 90 - 10 Badly poisons the target, inflicting more damage every turn.
volt switch electric special 100 70 20 User must switch out after attacking.
wild charge electric physical 100 90 15 User receives 1/4 the damage it inflicts in recoil.
zap cannon electric special 50 120 5 Has a 100% chance to paralyze the target.