
ElectricFairy
- Abilities
- Electric SurgeSets Electric Terrain when it enters battle.
- Hidden ability
- TelepathyPsychic-type move power is increased by 30% on Psychic Terrain.
- Capture
- Gender
- genderless
- Egg groups
- Undiscovered
- Growth
- Slow
- EV yield
- 3 Speed
| HP | 70 | |
|---|---|---|
| Attack | 115 | |
| Defense | 85 | |
| Sp. Atk | 95 | |
| Sp. Def | 75 | |
| Speed | 130 | |
| Total | 570 |
Where to find it
No wild encounter, gift, trade, one-time battle, evolution or breeding route, and no trainer uses it.
Evolution
Does not evolve.
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. |
| 1 | Thunder Shock | Electric | Special | 40 | 100 | 30 | A jolt of electricity is hurled at the foe. It has a 10% chance to paralyze the target. |
| 5 | Withdraw | Water | Status | — | — | 40 | The user withdraws into its shell to toughen its body. Raises its Defense by 1 stage. |
| 10 | Fairy Wind | Fairy | Special | 40 | 100 | 30 | The user stirs up a fairy wind and strikes the foe with it. |
| 15 | False Swipe | Normal | Physical | 40 | 100 | 40 | A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP. |
| 20 | 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. |
| 25 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| 30 | 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. |
| 35 | Agility | Psychic | Status | — | — | 30 | The user lightens its body to move at high speed. Raises its Speed by 2 stages. |
| 40 | Screech | Normal | Status | — | 85 | 40 | An earsplitting screech is emitted to lower the foe’s Defense by 2 stages. |
| 45 | Discharge | Electric | Special | 80 | 100 | 15 | A flare of electricity strikes all Pokémon in battle. It has a 30% chance to paralyze the foe. |
| 50 | Mean Look | Normal | Status | — | — | 5 | The user affixes the foe with a dark, arresting look. The target becomes unable to flee. |
| 55 | Nature’s Madness | Fairy | Special | var. | 90 | 10 | The user unleashes nature’s fury, halving the foe’s HP. |
| 60 | 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. |
| 65 | Brave Bird | Physical | 120 | 100 | 15 | The user tucks in its wings and charges from a low altitude. The user also takes serious damage. | |
| 70 | Power Swap | Psychic | Status | — | — | 10 | The user employs its psychic power to switch changes to its Attack and Sp. Atk with the foe. |
| 75 | Electric Terrain | Electric | Status | — | — | 10 | Creates Electric Terrain for five turns. Grounded Pokémon cannot fall asleep, and Electric-type moves become stronger. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM04 | Calm Mind | Psychic | Status | — | — | 20 | The user quietly focuses its mind and calms its spirit. Raises Sp. Atk and Sp. Def by 1 stage. |
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM12 | Taunt | Dark | Status | — | 100 | 20 | The foe is taunted into a rage that allows it to use only attack moves for 2 to 4 turns. |
| TM15 | Hyper Beam | Normal | Special | 150 | 90 | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| 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. |
| TM20 | Safeguard | Normal | Status | — | — | 25 | The user creates a protective field that prevents status problems for 5 turns. |
| 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. |
| TM33 | Reflect | Psychic | Status | — | — | 20 | A wondrous wall of light halves the damage from physical attacks for 5 turns. |
| 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. |
| TM46 | Thief | Dark | Physical | 60 | 100 | 25 | The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an item. |
| TM47 | Steel Wing | Steel | Physical | 85 | 95 | 25 | Strikes the target with hard wings. May raise the user’s Defense. |
| TM54 | False Swipe | Normal | Physical | 40 | 100 | 40 | A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP. |
| TM58 | 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. |
| TM68 | Giga Impact | Normal | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| 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. |
| TM86 | Grass Knot | Grass | Special | var. | 100 | 20 | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM89 | U-turn | Bug | Physical | 70 | 100 | 20 | The user attacks, then can switch places with a party Pokémon in waiting. |
| 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. |
| TM104 | Electroweb | Electric | Special | 55 | 95 | 15 | Traps the target in an electric net, lowering its Speed. |
| TM111 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
| TM112 | Electric Terrain | Electric | Status | — | — | 10 | Creates Electric Terrain for five turns. Grounded Pokémon cannot fall asleep, and Electric-type moves become stronger. |
| HM02 | Fly | Physical | 90 | 95 | 15 | The user soars, then strikes on the second turn. It can also be used for flying to any familiar town. |
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