#0603
Eelektrik
electric1.2 m · 22.0 kg
Base stats — 405 total
- HP
- 65
- Atk
- 85
- Def
- 70
- SpA
- 75
- SpD
- 70
- Spe
- 40
Abilities
- Levitate
Learnset
What Eelektrik learns in Ultra Sun / Ultra Moon. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level16
- —CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
- 1Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- 1CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
- 1HeadbuttnormalPhysical70 BP100% acc15 PPHas a chance to make the target flinch.
- 1SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
- 1Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
- 9BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
- 19AcidpoisonSpecial40 BP100% acc30 PPHas a chance to lower the target’s Special Defense by one stage.
- 29DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
- 44ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
- 49Acid SpraypoisonSpecial40 BP100% acc20 PPLowers the target’s Special Defense by two stages.
- 54CoilpoisonStatus20 PPRaises the user’s Attack, Defense, and accuracy by one stage each.
- 59Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
- 64Gastro AcidpoisonStatus100% acc10 PPNullifies target’s ability until it leaves battle.
- 69Zap CannonelectricSpecial120 BP50% acc5 PPHas a chance to paralyze the target.
- 74ThrashnormalPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
TM/HM25
- AcrobaticsflyingPhysical55 BP100% acc15 PPHas double power if the user has no held item.
- 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.
- Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense 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.
- 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.
- 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.
- U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
- Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
- Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
Tutor13
- Aqua TailwaterPhysical90 BP90% acc10 PPInflicts regular damage with no additional effect.
- BindnormalPhysical15 BP85% acc20 PPPrevents the target from fleeing and inflicts damage for 2-5 turns.
- BounceflyingPhysical85 BP85% acc5 PPUser bounces high into the air, dodging all attacks, and hits next turn.
- Gastro AcidpoisonStatus100% acc10 PPNullifies target’s ability until it leaves battle.
- Giga DraingrassSpecial75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
- Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
- Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
- 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.
- Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
- Throat ChopdarkPhysical80 BP100% acc15 PPPrevents the target from using sound-based moves for two turns.
Appears in — 7 games
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Scarlet / Violet