Name | Type | Cat. | PP | Att. | Acc. | Effect |
10,000,000 Volt Thunderbolt |
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1 | 195 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Aura Wheel |
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10 | 110 | 100 | 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. |
Bolt Beak |
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10 | 85 | 100 | The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target. |
Bolt Strike |
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5 | 130 | 85 | The user surrounds itself with a great amount of electricity and charges the target. This may also leave the target with paralysis. |
Buzzy Buzz |
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20 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Catastropika |
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1 | 210 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Charge |
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20 | -- | 101 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
Charge Beam |
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10 | 50 | 90 | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
Discharge |
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15 | 80 | 100 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
Double Shock |
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5 | 120 | 100 | 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. |
Eerie Impulse |
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15 | -- | 100 | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
Electric Terrain |
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10 | -- | 101 | 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. |
Electrify |
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20 | -- | 101 | If the target is electrified before it uses a move, the target's move becomes Electric type for that turn. |
Electro Ball |
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10 | -- | 100 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
Electro Drift |
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5 | 100 | 100 | 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. |
Electro Shot |
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10 | 130 | 100 | The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain. |
Electroweb |
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15 | 55 | 95 | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
Fusion Bolt |
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5 | 100 | 100 | The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame. |
Gigavolt Havoc |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Gigavolt Havoc |
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1 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Ion Deluge |
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25 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Magnet Rise |
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10 | -- | 101 | The user levitates using electrically generated magnetism for five turns. |
Magnetic Flux |
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20 | -- | 101 | The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability. |
Max Lightning |
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10 | 10 | 101 | This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. |
Nuzzle |
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20 | 20 | 100 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
Overdrive |
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10 | 80 | 100 | The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration. |
Parabolic Charge |
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20 | 65 | 100 | The user attacks everything around it. The user's HP is restored by half the damage taken by those hit. |
Pika Papow |
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20 | -- | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Plasma Fists |
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15 | 100 | 100 | The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. |
Rising Voltage |
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20 | 70 | 100 | The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain. |
Shock Wave |
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20 | 60 | 101 | The user strikes the target with a quick jolt of electricity. This attack never misses. |
Spark |
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20 | 65 | 100 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. |
Stoked Sparksurfer |
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1 | 175 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |
Supercell Slam |
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15 | 100 | 95 | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. |
Thunder |
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10 | 110 | 70 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
Thunder Cage |
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15 | 80 | 90 | The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns. |
Thunder Fang |
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15 | 65 | 95 | The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. |
Thunder Punch |
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15 | 75 | 100 | The target is attacked with an electrified punch. This may also leave the target with paralysis. |
Thunder Shock |
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30 | 40 | 100 | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. |
Thunder Wave |
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20 | -- | 90 | The user launches a weak jolt of electricity that paralyzes the target. |
Thunderbolt |
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15 | 90 | 100 | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
Thunderclap |
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5 | 70 | 100 | This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack. |
Volt Switch |
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20 | 70 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Volt Tackle |
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15 | 120 | 100 | 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. |
Wild Charge |
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15 | 90 | 100 | The user shrouds itself in electricity and smashes into the target. This also damages the user a little. |
Wildbolt Storm |
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10 | 100 | 80 | The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis. |
Zap Cannon |
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5 | 120 | 50 | The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. |
Zing Zap |
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10 | 80 | 100 | The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. |
Zippy Zap |
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10 | 80 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. |