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Blitzle sprite

#0522

Blitzle

electric0.8 m · 29.8 kg

Base stats — 295 total

HP
45
Atk
60
Def
32
SpA
50
SpD
32
Spe
76

Abilities

  • Lightning Rod
  • Motor Drive
  • Sap Sipper hidden

Learnset

What Blitzle learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level12

  • 1Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 4Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 8ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 11Shock WaveelectricSpecial60 BP20 PPNever misses.
  • 15Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • 18Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
  • 22SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 25StompnormalPhysical65 BP100% acc20 PPHas a chance to make the target flinch.
  • 29DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 33AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • 35Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • 40ThrashnormalPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.

Egg4

  • Double KickfightingPhysical30 BP100% acc30 PPHits twice in one turn.
  • FeintnormalPhysical30 BP100% acc10 PPHits through Protect and Detect.
  • Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.

TM/HM35

  • AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • Baton PassnormalStatus40 PPAllows the trainer to switch out the user and pass effects along to its replacement.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
  • Electric TerrainelectricStatus10 PPFor five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power.
  • Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
  • ElectrowebelectricSpecial55 BP95% acc15 PPLowers the target’s Speed by one stage.
  • EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • 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.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smart StrikesteelPhysical70 BP10 PPNever misses.
  • 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.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • Supercell SlamelectricPhysical100 BP95% acc15 PPThe user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • 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.
  • TrailblazegrassPhysical50 BP100% acc20 PPThe user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat.
  • 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.

Appears in — 7 games

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