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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).

Zekrom sprite

#0644

Zekrom

dragonelectric2.9 m · 345.0 kg

Base stats 680 total

HP
100
Atk
150
Def
120
SpA
120
SpD
100
Spe
90

Abilities

  • Teravolt

Learnset

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

Level15

  • 1Ancient PowerrockSpecial60 BP100% acc5 PPHas a chance to raise all of the user’s stats by one stage.
  • 1Dragon BreathdragonSpecial60 BP100% acc20 PPHas a chance to paralyze the target.
  • 1Noble RoarnormalStatus100% acc30 PPLowers the target’s Attack and Special Attack by one stage.
  • 1Thunder FangelectricPhysical65 BP95% acc15 PPHas a chance to paralyze the target and a chance to make the target flinch.
  • 8SlashnormalPhysical70 BP100% acc20 PPHas an increased chance for a critical hit.
  • 16CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 24Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 32Dragon ClawdragonPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • 40ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • 48Fusion BoltelectricPhysical100 BP100% acc5 PPWith Fusion Flare, inflicts double damage.
  • 56Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • 64ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • 72ImprisonpsychicStatus10 PPPrevents the target from using any moves that the user also knows.
  • 80OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
  • 88Bolt StrikeelectricPhysical130 BP85% acc5 PPHas a chance to paralyze the target.

TM/HM49

  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Breaking SwipedragonPhysical60 BP100% acc15 PPLowers the target’s Attack by one stage after inflicting damage.
  • Brutal SwingdarkPhysical60 BP100% acc20 PPInflicts regular damage with no additional effect.
  • CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Dragon ClawdragonPhysical80 BP100% acc15 PPInflicts regular damage with no additional effect.
  • Dragon DancedragonStatus20 PPRaises the user’s Attack and Speed by one stage.
  • Dragon PulsedragonSpecial85 BP100% acc10 PPInflicts regular damage with no additional effect.
  • Earth PowergroundSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 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.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • FlyflyingPhysical90 BP95% acc15 PPUser flies high into the air, dodging all attacks, and hits next turn.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Hyper VoicenormalSpecial90 BP100% acc10 PPInflicts regular damage with no additional effect.
  • ImprisonpsychicStatus10 PPPrevents the target from using any moves that the user also knows.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • OutragedragonPhysical120 BP100% acc10 PPHits every turn for 2-3 turns, then confuses the user.
  • PaybackdarkPhysical50 BP100% acc10 PPPower is doubled if the target has already moved this turn.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Shadow ClawghostPhysical70 BP100% acc15 PPHas an increased chance for a critical hit.
  • 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.
  • Steel WingsteelPhysical70 BP90% acc25 PPHas a chance to raise the user’s Defense by one stage.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • 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.
  • 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 PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
  • Weather BallnormalSpecial50 BP100% acc10 PPIf there be weather, this move has doubled power and the weather’s type.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Tutor4

  • Draco MeteordragonSpecial130 BP90% acc5 PPLowers the user’s Special Attack by two stages after inflicting damage.
  • Dual WingbeatflyingPhysical40 BP90% acc10 PPHits twice in one turn.
  • Rising VoltageelectricSpecial70 BP100% acc20 PPIf Electric Terrain is active and the user is grounded, this move has has its power doubled.
  • Scale ShotdragonPhysical25 BP90% acc20 PPBoosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row.

Appears in 8 games

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