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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).

Elekid sprite

#0239

Elekid

electric0.6 m · 23.5 kg

Base stats 360 total

HP
45
Atk
63
Def
37
SpA
65
SpD
55
Spe
95

Abilities

  • Static
  • Vital Spirit hidden

Learnset

What Elekid learns in Black 2 / White 2. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games. Hacks rebalance individual moves — Blaze Black 2 / Volt White 2's docs are the authority on exact numbers.

Level14

  • 1LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 1Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 5Thunder ShockelectricSpecial40 BP100% acc30 PPHas a chance to paralyze the target.
  • 8Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • 12SwiftnormalSpecial60 BP20 PPNever misses.
  • 15Shock WaveelectricSpecial60 BP20 PPNever misses.
  • 19Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 22Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • 26Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 29Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • 33DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 36ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 40ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • 43ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.

Egg11

  • BarrierpsychicStatus20 PPRaises the user’s Defense by two stages.
  • Cross ChopfightingPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • Dynamic PunchfightingPhysical100 BP50% acc5 PPHas a chance to confuse the target.
  • FeintnormalPhysical30 BP100% acc10 PPHits through Protect and Detect.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Hammer ArmfightingPhysical100 BP90% acc10 PPLowers user’s Speed by one stage.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Karate ChopfightingPhysical50 BP100% acc25 PPHas an increased chance for a critical hit.
  • MeditatepsychicStatus40 PPRaises the user’s Attack by one stage.
  • Rolling KickfightingPhysical60 BP85% acc15 PPHas a chance to make the target flinch.

TM/HM26

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • Rock SmashfightingPhysical40 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • 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.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor13

  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • Dual ChopdragonPhysical40 BP90% acc15 PPHits twice in one turn.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

Appears in 20 games

  • Gold / Silver
  • Crystal
  • Ruby / Sapphire
  • Emerald
  • Colosseum
  • XD
  • FireRed / LeafGreen
  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Sword / Shield
  • Brilliant Diamond / Shining Pearl
  • Legends: Arceus
  • Scarlet / Violet