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Electrike sprite

#0309

Electrike

electric0.6 m · 15.2 kg

Base stats — 295 total

HP
40
Atk
45
Def
40
SpA
65
SpD
40
Spe
65

Abilities

  • Static
  • Lightning Rod
  • Minus hidden

Learnset

What Electrike 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

  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 4LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 7HowlnormalStatus40 PPRaises the user’s Attack by one stage.
  • 10Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 13SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 16Odor SleuthnormalStatus40 PPForces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
  • 19Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • 24BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 29DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 34RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • 39Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • 44ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 49ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.

Egg14

  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • CurseghostStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • Fire FangfirePhysical65 BP95% acc15 PPHas a chance to burn the target and a chance to make the target flinch.
  • Flame BurstfireSpecial70 BP100% acc15 PPDeals splash damage to Pokémon next to the target.
  • HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • Ice FangicePhysical65 BP95% acc15 PPHas a chance to freeze the target and a chance to make the target flinch.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • SwitcheroodarkStatus100% acc10 PPUser and target swap items.
  • Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

TM/HM29

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • 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.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • 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.
  • 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.
  • RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • 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.
  • SnarldarkSpecial55 BP95% acc15 PPHas a chance to lower the target’s Special Attack by one stage.
  • StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 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.

Tutor6

  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 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.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

Appears in — 16 games

Click a game to see the learnset as it works there; click again to go back to the latest.

Electrike — RunLocke Pokédex