About
It can discharge bursts of electricity exceeding 100,000 volts— a single strike with that amount of power would incapacitate one of the Copperajah of my homeland.
- Abilities
-
When this Pokémon enters battle, it changes the terrain to Electric Terrain.
- Height
- 1.2 m 3′11″
- Weight
- 38.0 kg 83.8 lb
- Gender
♂ 50% ♀ 50%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 60 | 230–324 | |
| Attack | 135 | 247–405 | |
| Defense | 95 | 175–317 | |
| Sp. Atk | 90 | 166–306 | |
| Sp. Def | 95 | 175–317 | |
| Speed | 110 | 202–350 | |
| Total | 585 | ||
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 up with high friendship#0025 Pikachu Electric

- Use Thunder StoneUse Thunder Stone in Alola
Forms
Alternate forms have their own types, stats and abilities.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| The user attacks the target using its angelic voice. This also confuses the target if its stats have been boosted during the turn. | Fairy | Special | 80 | 100% | 10 |
| Has a chance to paralyze the target. | Normal | Physical | 85 | 100% | 15 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Dark | 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 |
| Lowers the target’s Attack by two stages. | Fairy | Status | — | 100% | 20 |
| Inflicts regular damage with no additional effect. | Fairy | Special | 80 | 100% | 10 |
| User digs underground, dodging all attacks, and hits next turn. | Ground | Physical | 80 | 100% | 10 |
Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| Raises the user’s evasion by one stage. | Normal | Status | — | — | 15 |
| Drains half the damage inflicted to heal the user. | Fighting | Physical | 75 | 100% | 10 |
| Drains 75% of the damage inflicted to heal the user. | Fairy | Special | 50 | 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 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| Lowers the target’s HP to equal the user’s. | Normal | Physical | — | 100% | 5 |
| 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 |
| Can only be used as the first move after the user enters battle. Causes the target to flinch. | Normal | Physical | 40 | 100% | 10 |
| Lowers the target’s Special Defense by two stages. | Dark | Status | — | 100% | 20 |
| Hits through Protect and Detect. | Normal | Physical | 30 | 100% | 10 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Normal | Physical | — | 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 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| 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 lower the target’s Defense by one stage. | Steel | Physical | 100 | 75% | 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 regular damage with no additional effect. | Normal | Physical | 120 | 75% | 5 |
| Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
Nuzzle STAB Has a chance to paralyze the target. | Electric | Physical | 20 | 100% | 20 |
| Has a chance to lower the target’s Attack by one stage. | Fairy | Physical | 90 | 90% | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 30 |
| 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 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Fighting | Physical | — | 100% | 15 |
Rising Voltage STAB If Electric Terrain is active and the user is grounded, this move has has its power doubled. | Electric | Special | 70 | 100% | 20 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| 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 |
| Inflicts regular damage and can hit Dive users. | Water | Special | 90 | 100% | 15 |
| Confuses the target. | Fairy | Status | — | 75% | 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 |
| Lowers the target’s Attack and Defense by one stage. | Normal | Status | — | 100% | 20 |
| 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 |
| The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move. | Fighting | Physical | 65 | 100% | 15 |
Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
Volt Tackle STAB User takes 1/3 the damage inflicted in recoil. Has a chance to paralyze the target. | Electric | Physical | 120 | 100% | 15 |
Wild Charge STAB User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| User will recover half its max HP at the end of the next turn. | Normal | Status | — | — | 10 |
Zap Cannon STAB Has a chance to paralyze the target. | Electric | Special | 120 | 50% | 5 |
Training and breeding
Training
- EV yield
- None
- Catch rate
- 75
- Base friendship
- 70
- Base experience
- Unknown
- Growth rate
- Medium
Breeding
- Egg groups
- Ground, Fairy
- Egg cycles
- 10 (about 2,570 steps)