Electric (type) – Bulbapedia, the community-driven Pokémon encyclopedia

Gen

Move

Category

Contest

Power

Accuracy

PP

Target

Description

VII

10,000,000 Volt Thunderbolt

Special

195

195

000

%

01

1 (max 1)

 

 

 

 

 

 

Any adjacent Pokémon

The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily.

VIII

Aura Wheel

Physical

110

110

100

100

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move’s type changes depending on the user’s form.

VIII

Bolt Beak

Physical

085

85

100

100

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

The user stabs the target with its electrified beak. This move’s power is doubled if the user moves before the target.

V

Bolt Strike

Physical

Beautiful

130

130

085

85

%

05

5 (max 8)

 

 

 

 

 

 

Any adjacent Pokémon

The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.

VII

Buzzy Buzz

Special

060

60

100

100

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis.

VII

Catastropika

Physical

210

210

000

%

01

1 (max 1)

 

 

 

 

 

 

Any adjacent Pokémon

The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force.

III

Charge

Status

Clever

000

000

%

20

20 (max 32)

 

 

 

 

 

 

Self

The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user’s Sp. Def stat.

IV

Charge Beam

Special

Beautiful

050

50

090

90

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks the target with an electric charge. The residual electricity may also boost the user’s Sp. Atk stat.

IV

Discharge

Special

Beautiful

080

80

100

100

%

15

15 (max 24)

 

 

 

 

 

 

All adjacent Pokémon

The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.

IX

Double Shock

Physical

120

120

100

100

%

05

5 (max 8)

 

 

 

 

 

 

Any adjacent Pokémon

The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.

VI

Eerie Impulse

Status

Clever

000

100

100

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

VI

Electric Terrain

Status

Clever

000

000

%

10

10 (max 16)

 

 

 

 

 

 

All Pokémon

The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.

VI

Electrify

Status

Clever

000

000

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

If the target is electrified before it uses a move, the target’s move becomes Electric type for that turn.

V

Electro Ball

Special

Cool

000

100

100

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

IX

Electro Drift

Special

100

100

100

100

%

05

5 (max 8)

 

 

 

 

 

 

Any adjacent Pokémon

The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move’s power is boosted more than usual if it’s a supereffective hit.

V

Electroweb

Special

Beautiful

055

55

095

95

%

15

15 (max 24)

 

 

 

 

 

 

All adjacent foes

The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.

V

Fusion Bolt

Physical

Cool

100

100

100

100

%

05

5 (max 8)

 

 

 

 

 

 

Any adjacent Pokémon

The user throws down a giant lightning bolt. This move’s power is boosted when influenced by an enormous flame.

VII

Gigavolt Havoc

Physical

000

000

%

01

1 (max 1)

 

 

 

 

 

 

Any adjacent Pokémon

The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.

VII

Gigavolt Havoc

Special

000

000

%

01

1 (max 1)

 

 

 

 

 

 

Any adjacent Pokémon

The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.

VIII

G-Max Stun Shock

Physical

000

000

%

03

3 (max 4)

 

 

 

 

 

 

All adjacent foes

An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.

VIII

G-Max Stun Shock

Special

000

000

%

03

3 (max 4)

 

 

 

 

 

 

All adjacent foes

An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.

VIII

G-Max Volt Crash

Physical

000

000

%

03

3 (max 4)

 

 

 

 

 

 

All adjacent foes

An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.

VIII

G-Max Volt Crash

Special

000

000

%

03

3 (max 4)

 

 

 

 

 

 

All adjacent foes

An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.

VI

Ion Deluge

Status

Beautiful

000

000

%

25

25 (max 40)

 

 

 

 

 

 

All Pokémon

The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.

IV

Magnet Rise

Status

Clever

000

000

%

10

10 (max 16)

 

 

 

 

 

 

Self

The user levitates using electrically generated magnetism for five turns.

VI

Magnetic Flux

Status

Clever

000

000

%

20

20 (max 32)

 

 

 

 

 

 

All allies

The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability.

VIII

Max Lightning

Physical

000

000

%

03

3 (max 4)

 

 

 

 

 

 

All adjacent foes

This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.

VIII

Max Lightning

Special

000

000

%

03

3 (max 4)

 

 

 

 

 

 

All adjacent foes

This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.

VI

Nuzzle

Physical

Cute

020

20

100

100

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.

VIII

Overdrive

Special

080

80

100

100

%

10

10 (max 16)

 

 

 

 

 

 

All adjacent foes

The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.

VI

Parabolic Charge

Special

Clever

065

65

100

100

%

20

20 (max 32)

 

 

 

 

 

 

All adjacent Pokémon

The user attacks everything around it. The user’s HP is restored by half the damage taken by those hit.

VII

Pika Papow

Special

000

000

%

01

1 (max 1)

 

 

 

 

 

 

All adjacent Pokémon

The more Pikachu loves its Trainer, the greater the move’s power. It never misses.

VII

Plasma Fists

Physical

100

100

100

100

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.

VIII

Rising Voltage

Special

070

70

100

100

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks with electricity rising from the ground. This move’s power is doubled if the target is on Electric Terrain.

III

Shock Wave

Special

Cool

060

60

000

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

The user strikes the target with a quick jolt of electricity. This attack never misses.

II

Spark

Physical

Cool

065

65

100

100

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis.

VII

Stoked Sparksurfer

Special

175

175

000

%

01

1 (max 1)

 

 

 

 

 

 

Any adjacent Pokémon

After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis.

I

Thunder

Special

Cool

110

110

070

70

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

VIII

Thunder Cage

Special

080

80

090

90

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns.

IV

Thunder Fang

Physical

Cool

065

65

095

95

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.

I

Thunder Punch

Physical

Cool

075

75

100

100

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The target is attacked with an electrified punch. This may also leave the target with paralysis.

I

Thunder Shock

Special

Cool

040

40

100

100

%

30

30 (max 48)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.

I

Thunder Wave

Status

Cool

000

090

90

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

The user launches a weak jolt of electricity that paralyzes the target.

I

Thunderbolt

Special

Cool

090

90

100

100

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

V

Volt Switch

Special

Cool

070

70

100

100

%

20

20 (max 32)

 

 

 

 

 

 

Any adjacent Pokémon

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

III

Volt Tackle

Physical

Cool

120

120

100

100

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis.

V

Wild Charge

Physical

Tough

090

90

100

100

%

15

15 (max 24)

 

 

 

 

 

 

Any adjacent Pokémon

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

VIII

Wildbolt Storm

Special

100

100

080

80

%

10

10 (max 16)

 

 

 

 

 

 

All adjacent foes

The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis.

II

Zap Cannon

Special

Cool

120

120

050

50

%

05

5 (max 8)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis.

VII

Zing Zap

Physical

080

80

100

100

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch.

VII

Zippy Zap

Physical

080

80

100

100

%

10

10 (max 16)

 

 

 

 

 

 

Any adjacent Pokémon

The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit.

All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move’s page. Target data assumes user is in the lower left.