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