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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).

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

Level13

  • 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.
  • 8HowlnormalStatus40 PPRaises the user’s Attack by one stage.
  • 12Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 16Shock WaveelectricSpecial60 BP20 PPNever misses.
  • 20BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 24Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • 28RoarnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • 32DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 36ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 40Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • 44ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.

Egg4

  • CurseghostStatus10 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.
  • SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • SwitcheroodarkStatus100% acc10 PPUser and target swap items.

TM/HM31

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 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.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire FangfirePhysical65 BP95% acc15 PPHas a chance to burn the target and a chance to make the target flinch.
  • FlamethrowerfireSpecial90 BP100% acc15 PPHas a chance to burn the target.
  • Ice FangicePhysical65 BP95% acc15 PPHas a chance to freeze the target and a chance to make the target flinch.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Psychic FangspsychicPhysical85 BP100% acc10 PPDestroys Reflect and Light Screen.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • 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.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. 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.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • 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.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.

Tutor1

  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.

Appears in 16 games

  • 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