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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).

Zebstrika sprite

#0523

Zebstrika

electricBlaze Black 2 / Volt White 2 Redux docs1.6 m · 79.5 kg

Base stats 497 total

HP
75
Atk
100
Def
63
SpA
80
SpD
63
Spe
116

Abilities

  • Motor Drive
  • Sap Sipper

Learnset

Level-up moves from Blaze Black 2 / Volt White 2 Redux's own docs; TM, tutor and egg moves are the base game's (Black 2 / White 2).

Level23

  • 1RagenormalPhysical20 BP100% acc20 PPIf the user is hit after using this move, its Attack rises by one stage.
  • 1Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 4ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
  • 6Shock WaveelectricSpecial60 BP20 PPNever misses.
  • 8Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • 10Me FirstnormalStatus20 PPUses the target’s move against it before it attacks, with power increased by half.
  • 13SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
  • 16ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • 19Double KickfightingPhysical30 BP100% acc30 PPHits twice in one turn.
  • 22PursuitdarkPhysical40 BP100% acc20 PPHas double power against, and can hit, Pokémon attempting to switch out.
  • 25NuzzleelectricPhysical20 BP100% acc20 PPHas a chance to paralyze the target.
  • 27Smart StrikesteelPhysical70 BP10 PPNever misses.
  • 30StompnormalPhysical65 BP100% acc20 PPHas a chance to make the target flinch.
  • 33Flame ChargefirePhysical50 BP100% acc20 PPInflicts regular damage. Raises the user’s Speed by one stage.
  • 36DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
  • 39Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • 43BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
  • 47AgilitypsychicStatus30 PPRaises the user’s Speed by two stages.
  • 51High HorsepowergroundPhysical95 BP95% acc10 PPInflicts regular damage with no additional effect.
  • 55LungebugPhysical80 BP100% acc15 PPLowers the target’s Attack by one stage after inflicting damage.
  • 60Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 65Flare BlitzfirePhysical120 BP100% acc15 PPUser takes 1/3 the damage inflicted in recoil. Has a chance to burn the target.
  • 70Volt TackleelectricPhysical120 BP100% acc15 PPUser takes 1/3 the damage inflicted in recoil. Has a chance to paralyze the target.

TM/HM26

  • 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.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • 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.
  • FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • OverheatfireSpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.
  • 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.
  • 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.
  • 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.
  • 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.

Tutor5

  • BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
  • Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
  • Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.

Appears in 7 games

  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Scarlet / Violet