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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 Ruby / Sapphire. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level11

  • 1TacklenormalPhysical35 BP95% acc35 PPInflicts regular damage with no additional effect.
  • 4Thunder WaveelectricStatus100% acc20 PPParalyzes the target.
  • 9LeernormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 12HowlnormalStatus40 PPRaises the user’s Attack by one stage.
  • 17Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 20SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 25Odor 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.
  • 28RoarnormalStatus100% acc20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • 33BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 36ThunderelectricSpecial120 BP70% acc10 PPHas a chance to paralyze the target.
  • 41ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.

Egg5

  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • CurseunknownStatus10 PPGhosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
  • HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • UproarnormalSpecial50 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

TM/HM19

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FlashnormalStatus70% acc20 PPLowers the target’s accuracy by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Hidden PowernormalSpecial1 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 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.
  • RoarnormalStatus100% acc20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • Secret PowernormalPhysical70 BP100% acc20 PPHas a chance to inflict a status effect which depends upon the terrain.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • StrengthnormalPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • ThiefdarkPhysical40 BP100% acc10 PPTakes the target’s item.
  • ThunderelectricSpecial120 BP70% acc10 PPHas a chance to paralyze the target.
  • ThunderboltelectricSpecial95 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus85% acc10 PPBadly poisons the target, inflicting more damage every turn.

Appears in — 16 games

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