#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 Omega Ruby / Alpha Sapphire. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games. Hacks rebalance individual moves — Rising Ruby / Sinking Sapphire'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/HM30
- 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.
- ConfidenormalStatus20 PPLowers the target’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.
- Power Up PunchfightingPhysical40 BP100% acc20 PPRaises the user’s Attack by one stage after inflicting damage.
- 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.
- Secret PowernormalPhysical70 BP100% acc20 PPHas a chance to inflict a status effect which depends upon the terrain.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- 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.
Tutor14
- 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.
- Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
- 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.
- Shock WaveelectricSpecial60 BP20 PPNever misses.
- Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
- 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