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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Raging Bolt sprite

#1021

Raging Bolt

electricdragon5.2 m · 480.0 kg

Base stats 590 total

HP
125
Atk
73
Def
91
SpA
137
SpD
89
Spe
75

Abilities

  • Protosynthesis

Learnset

What Raging Bolt learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • 1Shock WaveelectricSpecial60 BP20 PPNever misses.
  • 1StompnormalPhysical65 BP100% acc20 PPHas a chance to make the target flinch.
  • 1Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • 1TwisterdragonSpecial40 BP100% acc20 PPHas a chance to make the target flinch.
  • 7ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 14Dragon BreathdragonSpecial60 BP100% acc20 PPHas a chance to paralyze the target.
  • 21Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • 28DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 35Dragon TaildragonPhysical60 BP90% acc10 PPEnds wild battles. Forces trainers to switch Pokémon.
  • 42Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • 49ThunderclapelectricSpecial70 BP100% acc5 PPThis move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
  • 56Dragon HammerdragonPhysical90 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 63Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.
  • 70Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • 77Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
  • 84Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • 91ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.

Egg1

  • Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.

TM/HM45

  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Breaking SwipedragonPhysical60 BP100% acc15 PPLowers the target’s Attack by one stage after inflicting damage.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Draco MeteordragonSpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.
  • Dragon CheerdragonStatus15 PPThe user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.
  • Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Dragon TaildragonPhysical60 BP90% acc10 PPEnds wild battles. Forces trainers to switch Pokémon.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • Scary FacenormalStatus100% acc10 PPLowers the target’s Speed by two stages.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnarldarkSpecial55 BP95% acc15 PPHas a chance to lower the target’s Special Attack by one stage.
  • Solar BeamgrassSpecial120 BP100% acc10 PPRequires a turn to charge before attacking.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • Supercell SlamelectricPhysical100 BP95% acc15 PPThe user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Weather BallnormalSpecial50 BP100% acc10 PPIf there be weather, this move has doubled power and the weather’s type.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Appears in 1 games

  • Scarlet / Violet