Name | Type | Cat. | PP | Att. | Acc. | Effect |
10,000,000 Volt Thunderbolt | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 20 | -- | 101 | If the target is electrified before it uses a move, the target's move becomes Electric type for that turn. | ||
Electro Ball | 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 | 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 | 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 | 15 | 55 | 95 | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. | ||
Fusion Bolt | 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 | 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 | 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 | 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 | 10 | -- | 101 | The user levitates using electrically generated magnetism for five turns. | ||
Magnetic Flux | 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 | 10 | 10 | 101 | This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. | ||
Nuzzle | 20 | 20 | 100 | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | ||
Overdrive | 10 | 80 | 100 | The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration. | ||
Parabolic Charge | 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 | 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 | 15 | 100 | 100 | The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. | ||
Rising Voltage | 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 | 20 | 60 | 101 | The user strikes the target with a quick jolt of electricity. This attack never misses. | ||
Spark | 20 | 65 | 100 | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. | ||
Stoked Sparksurfer | 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 | 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 | 10 | 110 | 70 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | ||
Thunder Cage | 15 | 80 | 90 | The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns. | ||
Thunder Fang | 15 | 65 | 95 | The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. | ||
Thunder Punch | 15 | 75 | 100 | The target is attacked with an electrified punch. This may also leave the target with paralysis. | ||
Thunder Shock | 30 | 40 | 100 | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. | ||
Thunder Wave | 20 | -- | 90 | The user launches a weak jolt of electricity that paralyzes the target. | ||
Thunderbolt | 15 | 90 | 100 | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. | ||
Thunderclap | 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 | 20 | 70 | 100 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | ||
Volt Tackle | 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 | 15 | 90 | 100 | The user shrouds itself in electricity and smashes into the target. This also damages the user a little. | ||
Wildbolt Storm | 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 | 5 | 120 | 50 | The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. | ||
Zing Zap | 10 | 80 | 100 | The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. | ||
Zippy Zap | 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. |