About
Its evolution was induced by an unusual item, and its electrical output rises along with its heart rate. From its tails, it can unleash an electric current measuring 20,000 volts.
- Abilities
-
Absorbs Electric moves, raising Speed one stage.
Vital Spirit Hidden ability
Prevents sleep.
- Height
- 1.8 m 5′11″
- Weight
- 138.6 kg 305.6 lb
- Gender
♂ 75% ♀ 25%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 75 | 260–354 | |
| Attack | 123 | 225–379 | |
| Defense | 67 | 125–256 | |
| Sp. Atk | 95 | 175–317 | |
| Sp. Def | 85 | 157–295 | |
| Speed | 95 | 175–317 | |
| Total | 540 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- Ground
- Resists ½×
- ElectricFlyingSteel
Same-type attacks
- Super effective 2×
- WaterFlying
- Not very effective ½×
- ElectricGrassDragon
- No effect
- Ground
Evolution
- Level 30#0125 Electabuzz Electric

- Trade holding Electirizer
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| 1 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 30 |
| 1 | Thunder Shock STAB Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 12 | Never misses. | Normal | Special | 60 | — | 20 |
| 16 | Shock Wave STAB Never misses. | Electric | Special | 60 | — | 20 |
| 20 | Paralyzes the target. | Electric | Status | — | 90% | 20 |
| 24 | Lowers the target’s Defense by two stages. | Normal | Status | — | 85% | 40 |
| 28 | Thunder Punch STAB Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| 34 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 40 | Inflicts more damage to heavier targets, with a maximum of 120 power. | Fighting | Physical | — | 100% | 20 |
| 46 | Thunderbolt STAB Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| 52 | Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| 58 | Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| 64 | User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Raises the user’s Attack and Defense by one stage. | Fighting | Status | — | — | 20 |
| Has a chance to lower the target’s Speed by one stage. | Ground | Physical | 60 | 100% | 20 |
| Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
Charge Beam STAB Has a chance to raise the user’s Special Attack by one stage. | Electric | Special | 50 | 90% | 10 |
| User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
| User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| Inflicts regular damage and can hit Dig users. | Ground | Physical | 100 | 100% | 10 |
| Lowers the target’s Special Attack by two stages. | Electric | Status | — | 100% | 15 |
| For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | Electric | Status | — | — | 10 |
Electro Ball STAB Power is higher when the user has greater Speed than the target, up to a maximum of 150. | Electric | Special | — | 100% | 10 |
Electroweb STAB Lowers the target’s Speed by one stage. | Electric | Special | 55 | 95% | 15 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
| Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
| Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| If the user takes damage before attacking, the attack is canceled. | Fighting | Physical | 150 | 100% | 20 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Has a chance to freeze the target. | Ice | Physical | 75 | 100% | 15 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Fighting | Physical | — | 100% | 20 |
| Lowers the target’s Speed by one stage. | Fighting | Physical | 65 | 100% | 20 |
| Lowers the target’s Special Defense by two stages. | Steel | Status | — | 85% | 40 |
| Randomly selects and uses any move in the game. | Normal | Status | — | — | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
| Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| Reduces damage from physical attacks by half. | Psychic | Status | — | — | 20 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Has a chance to make the target flinch. | Rock | Physical | 75 | 90% | 10 |
| Has a chance to lower the target’s Speed by one stage. | Rock | Physical | 60 | 95% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has double power if the user’s last move failed. | Ground | Physical | 75 | 100% | 10 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
Supercell Slam STAB The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | Electric | Physical | 100 | 95% | 15 |
| Never misses. | Normal | Special | 60 | — | 20 |
| User receives 1/4 the damage it inflicts in recoil. | Normal | Physical | 90 | 85% | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. | Normal | Special | 80 | 100% | 10 |
| Takes the target’s item. | Dark | Physical | 60 | 100% | 25 |
Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
Thunder Punch STAB Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
Thunderbolt STAB Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork boosts its Speed stat. | Grass | Physical | 50 | 100% | 20 |
| Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | Normal | Special | 90 | 100% | 10 |
Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
| If there be weather, this move has doubled power and the weather’s type. | Normal | Special | 50 | 100% | 10 |
Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Has an increased chance for a critical hit. | Fighting | Physical | 100 | 80% | 5 |
| Has a chance to confuse the target. | Fighting | Physical | 100 | 50% | 5 |
| Hits through Protect and Detect. | Normal | Physical | 30 | 100% | 10 |
| If the user takes damage before attacking, the attack is canceled. | Fighting | Physical | 150 | 100% | 20 |
| Redirects the target’s single-target effects to the user for this turn. | Normal | Status | — | — | 20 |
| Lowers user’s Speed by one stage. | Fighting | Physical | 100 | 90% | 10 |
Training and breeding
Training
- EV yield
- 3 Attack
- Catch rate
- 30
- Base friendship
- 70
- Base experience
- 243
- Growth rate
- Medium
- Wild held items
- Electirizer
Breeding
- Egg groups
- Humanshape
- Egg cycles
- 25 (about 6,425 steps)