About
They say this wielder of electricity has waged war with its nemesis, Tornadus, since time immemorial. The lightning bolts it hurls pierce the very earth and enrich the soil.
- Abilities
-
Absorbs Electric moves, healing for 1/4 max HP.
- Height
- 3.0 m 9′10″
- Weight
- 61.0 kg 134.5 lb
- Gender
♂ 100% ♀ 0%
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 79 | 268–362 | |
| Attack | 105 | 193–339 | |
| Defense | 70 | 130–262 | |
| Sp. Atk | 145 | 265–427 | |
| Sp. Def | 80 | 148–284 | |
| Speed | 101 | 186–331 | |
| Total | 580 | ||
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×
- IceRock
- Resists ½×
- GrassFightingFlyingBugSteel
- Immune
- Ground
Same-type attacks
- Super effective 2×
- WaterGrassFightingFlyingBug
- Not very effective ½×
- Electric
Evolution
Thundurus does not evolve.
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.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Has a chance to make the target flinch. | Ghost | Physical | 30 | 100% | 15 |
| 1 | Thunder Shock STAB Has a chance to paralyze the target. | Electric | Special | 40 | 100% | 30 |
| 5 | Lowers the target’s Defense by one stage. | Normal | Status | — | 100% | 30 |
| 10 | Raises the target’s Attack by two stages and confuses the target. | Normal | Status | — | 85% | 15 |
| 15 | Has a chance to make the target flinch. | Dark | Physical | 60 | 100% | 25 |
| 20 | Shock Wave STAB Never misses. | Electric | Special | 60 | — | 20 |
| 25 | Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| 30 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | Electric | Status | — | — | 20 |
| 35 | Volt Switch STAB User must switch out after attacking. | Electric | Special | 70 | 100% | 20 |
| 40 | Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| 45 | Discharge STAB Has a chance to paralyze the target. | Electric | Special | 80 | 100% | 15 |
| 50 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | Normal | Special | 90 | 100% | 10 |
| 55 | Lowers user’s Speed by one stage. | Fighting | Physical | 100 | 90% | 10 |
| 60 | Changes the weather to rain for five turns. | Water | Status | — | — | 5 |
| 65 | Thunder STAB Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| 70 | Hits every turn for 2-3 turns, then confuses the user. | Normal | Physical | 120 | 100% | 10 |
| 75 | Wildbolt Storm STAB The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis. | Electric | Special | 100 | 80% | 10 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Acrobatics STAB Has double power if the user has no held item. | Flying | Physical | 55 | 100% | 15 |
| Raises the user’s Speed by two stages. | Psychic | Status | — | — | 30 |
| 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 |
| 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 |
| Has a chance to lower the target’s Defense by one stage. | Dark | Physical | 80 | 100% | 15 |
| Has a chance to make the target flinch. | Dark | Special | 80 | 100% | 15 |
| 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 lower the target’s Special Defense by one stage. | Steel | Special | 80 | 100% | 10 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
Fly STAB User flies high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 90 | 95% | 15 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| Calculates damage with the target’s attacking stat. | Dark | Physical | 95 | 100% | 15 |
| 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 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Target drops its held item. | Dark | Physical | 65 | 100% | 20 |
| Power doubles if the user had a stat stage lowered this turn. | Dark | Physical | 75 | 100% | 5 |
| Raises the user’s Special Attack by two stages. | Dark | Status | — | — | 20 |
| 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 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Lowers the target’s Speed by two stages. | Normal | Status | — | 100% | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to poison the target. | Poison | Special | 90 | 100% | 10 |
| Has a chance to poison the target. | Poison | Special | 95 | 100% | 10 |
| Removes any immunity to Ground damage. | Rock | Physical | 50 | 100% | 15 |
| Never misses. | Steel | Physical | 70 | — | 10 |
| Has a chance to lower the target’s Special Attack by one stage. | Dark | Special | 55 | 95% | 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 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
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 |
| 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 |
| User must switch out after attacking. | Bug | Physical | 70 | 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 |
| Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
Training and breeding
Training
- EV yield
- 3 Sp. Atk
- Catch rate
- 3
- Base friendship
- 90
- Base experience
- 290
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)