
Electric
- Abilities
- Lightning RodDraws in Electric moves: no damage, ups Sp. Atk.Motor DriveRaises Speed if hit by an Electric-type move.
- Hidden ability
- Sap SipperImmune to Grass moves, which raise its Attack.
- Capture
- Gender
- 50.0% female
- Egg groups
- Field
- Growth
- Medium Fast
- EV yield
- 1 Speed
| HP | 45 | |
|---|---|---|
| Attack | 60 | |
| Defense | 32 | |
| Sp. Atk | 50 | |
| Sp. Def | 32 | |
| Speed | 76 | |
| Total | 295 |
Where to find it
No wild encounter, gift, trade, one-time battle, evolution or breeding route, and no trainer uses it.
Evolution
Evolves into Zebstrika at Lv 27.
Level-up moves
“On evolution” moves are learned when this Pokémon evolves. Open a move for its full effects and any special behavior in this hack.
| Level | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| 1 | Quick Attack | Normal | Physical | 40 | 100 | 30 | The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first. |
| 4 | Tail Whip | Normal | Status | — | 100 | 30 | The user wags its tail cutely, making the foe less wary. Lowers its Defense by 1 stage. |
| 8 | Charge | Electric | Status | — | — | 20 | The user boosts the power of the Electric move it uses next. It also raises the user’s Sp. Def stat. |
| 11 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| 15 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| 18 | Flame Charge | Fire | Physical | 50 | 100 | 20 | Covers itself in flames and attacks. Builds momentum to raise Speed. |
| 25 | Spark | Electric | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It has a 30% chance to paralyze the target. |
| 29 | Stomp | Normal | Physical | 65 | 100 | 20 | The foe is stomped with a big foot. 30% chance to make it flinch. Double damage if it used Minimize. |
| 32 | Discharge | Electric | Special | 80 | 100 | 15 | A flare of electricity strikes all Pokémon in battle. It has a 30% chance to paralyze the foe. |
| 36 | Agility | Psychic | Status | — | — | 30 | The user lightens its body to move at high speed. Raises its Speed by 2 stages. |
| 39 | Wild Charge | Electric | Physical | 90 | 100 | 15 | The user cloaks itself in electricity and charges at the foe. It also damages the user a little. |
| 43 | Thrash | Normal | Physical | 120 | 100 | 10 | The user rampages and attacks for 2 to 3 turns. It then becomes confused, however. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM06 | Toxic | Poison | Status | — | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM16 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| TM17 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | The user summons a heavy rain for 5 turns. Water-type moves become 1.5 times stronger. |
| TM21 | Frustration | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM24 | Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast is loosed at the foe. It has a 10% chance to paralyze the target. |
| TM25 | Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt strikes the foe. It is more accurate in rain. 30% chance to paralyze the target. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team | Normal | Status | — | — | 15 | By moving rapidly, the user makes illusory copies of itself. Raises its evasiveness by 1 stage. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM42 | Facade | Normal | Physical | 70 | 100 | 20 | An attack whose power is 2 times higher if the user is poisoned, burned, or paralyzed. |
| TM44 | Rest | Psychic | Status | — | — | 5 | The user goes to sleep for 2 turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | Normal | Status | — | 100 | 15 | The user charms a foe of the opposite gender. The foe has a 50% chance of being unable to act. |
| TM49 | Snatch | Dark | Status | — | — | 10 | The user steals the effects of any healing or stat-changing move the foe attempts to use. |
| TM57 | Charge Beam | Electric | Special | 50 | 90 | 10 | The user fires a bundle of electricity. 70% chance to raise the user’s Sp. Atk by 1 stage. |
| TM73 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM87 | Swagger | Normal | Status | — | 85 | 15 | The user enrages the foe into confusion. However, it also raises the foe’s Attack by 2 stages. |
| TM90 | Substitute | Normal | Status | — | — | 10 | The user makes a copy of itself using 1/4 of its HP. The copy serves as the user’s decoy. |
| TM96 | Flame Charge | Fire | Physical | 50 | 100 | 20 | Covers itself in flames and attacks. Builds momentum to raise Speed. |
Egg moves
| Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|
| Double-Edge | Normal | Physical | 120 | 100 | 15 | A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
| Double Kick | Fighting | Physical | 30 | 100 | 30 | The foe is quickly kicked twice in succession using both feet. |
| Endure | Normal | Status | — | — | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| Feint | Normal | Physical | 30 | 100 | 10 | An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves. |
| Me First | Normal | Status | var. | — | 20 | Attacks with the move the foe is using, with more power. Fails if the foe isn’t attacking. |
| Rage | Normal | Physical | 20 | 100 | 20 | While this move is in use, it gains attack power each time the user is hit in battle. |
| Sand Attack | Ground | Status | — | 100 | 15 | Sand is hurled in the foe’s face, reducing its accuracy. |
| Screech | Normal | Status | — | 85 | 40 | An earsplitting screech is emitted to lower the foe’s Defense by 2 stages. |
| Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| Snatch | Dark | Status | — | — | 10 | The user steals the effects of any healing or stat-changing move the foe attempts to use. |
| Take Down | Normal | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
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