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 raises its Speed 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. If the user attacks before the target, the power of this move is doubled. | ||
Bolt Strike | 5 | 130 | 85 | The user surrounds itself with a great amount of electricity and charges its 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 boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. | ||
Charge Beam | 10 | 50 | 90 | The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | ||
Discharge | 15 | 80 | 100 | The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | ||
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 electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. | ||
Electrify | 20 | -- | 101 | If the target is electrified before it uses a move during that turn, the target's move becomes Electric type. | ||
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. | ||
Electroweb | 15 | 55 | 95 | The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. | ||
Fusion Bolt | 5 | 100 | 100 | The user throws down a giant lightning bolt. This move's power is increased when influenced by an enormous flame. | ||
G-Max Stun Shock | 10 | -- | 101 | An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. | ||
G-Max Volt Crash | 10 | -- | 101 | An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. | ||
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 raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability. | ||
Max Lightning | 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 electric voltage rising from the ground. This move's power doubles when 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 throws an electrically charged tackle at the target. 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. | ||
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 in a cage of sparking electricity 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 punched with an electrified fist. This may also leave the target with paralysis. | ||
Thunder Shock | 30 | 40 | 100 | A jolt of electricity crashes down on the target to inflict damage. 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 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. | ||
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. This also damages the user quite a lot. This attack may leave the target with paralysis. | ||
Wild Charge | 15 | 90 | 100 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | ||
Wildbolt Storm | 5 | 95 | 80 | The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave the target with paralysis. | ||
Zap Cannon | 5 | 120 | 50 | The user fires an electric blast like a cannon to inflict damage and cause paralysis. | ||
Zing Zap | 10 | 80 | 100 | A strong electric blast crashes down on the target, giving it an 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. |