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 #603 Eelektrik
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Eelektrik
Japan: Shibibiiru
シビビール
French: Lampéroie
German: Zapplalek
Korean: 저리릴
National: #603
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
EleFish Pokémon 3'11"
1.2m
48.5lbs
22kg
605,120
Abilities: Levitate
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Takes no damage from Spikes.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
70 2 Attack Point(s)
Eligible
Wild Hold Item Egg Groups
 
Amorphous
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby Evolve Tynamo
Alpha Sapphire Evolve Tynamo
Generation VI Level Up
LevelAttack NameTypeAppealJam
Headbutt  
Quite an appealing move.
Thunder Wave
Startles all of the Pokémon to act before the user.
Spark  
Quite an appealing move.
Charge Beam  
Works well if the user is pumped up.
9 Bind  
Temporarily stops the crowd from growing excited.
19 Acid  
Badly startles Pokémon that the audience has high expectations of.
29 Discharge
Badly startles the last Pokémon to act before the user.
39 Crunch
Badly startles the last Pokémon to act before the user.
44 Thunderbolt  
Quite an appealing move.
49 Acid Spray
Badly startles Pokémon that used a move of the same type.
54 Coil  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
59 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
64 Gastro Acid  
Brings down the energy of any Pokémon that have already used a move this turn.
69 Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
74 Thrash  
A very appealing move, but after using this move, the user is more easily startled.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM57 Charge Beam  
Works well if the user is pumped up.
TM62 Acrobatics  
Works well if the user is pumped up.
TM70 Flash  
Makes audience expect little of other contestants.
TM72 Volt Switch  
Makes the audience quickly grow bored when an appeal move has little effect.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM89 U-turn  
Makes the audience quickly grow bored when an appeal move has little effect.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM91 Flash Cannon  
Quite an appealing move.
TM93 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Aqua Tail  
Quite an appealing move.
Bind  
Temporarily stops the crowd from growing excited.
Bounce  
Prevents the user from being startled until the turn ends.
Gastro Acid  
Brings down the energy of any Pokémon that have already used a move this turn.
Giga Drain
Badly startles the last Pokémon to act before the user.
Iron Tail  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Magnet Rise  
Makes the remaining Pokémon nervous.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Super Fang
Badly startles all Pokémon that successfully showed their appeal.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Tackle  
Lv. 1
Quite an appealing move.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 405 65 85 70 75 70 40
Max Stats
Hindering Nature
Lv. 50 125 - 172 81 - 123 67 - 109 72 - 114 67 - 109 40 - 82
Lv. 100 240 - 334 157 - 242 130 - 215 139 - 224 130 - 215 76 - 161
Max Stats
Neutral Nature
Lv. 50 125 - 172 90 - 137 75 - 122 80 - 127 75 - 122 45 - 92
Lv. 100 240 - 334 175 - 269 145 - 239 155 - 249 145 - 239 85 - 179
Max Stats
Beneficial Nature
Lv. 50 125 - 172 99 - 150 82 - 134 88 - 139 82 - 134 49 - 101
Lv. 100 240 - 334 192 - 295 159 - 262 170 - 273 159 - 262 93 - 196

<--- #602
Tynamo
#604
Eelektross
--->

 
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