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309 - Electrike

TypeAbility
(1) Intimidate
(2) Static
(HA) Lightningrod
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Electrike
Level 26
Manectric

Stats

HP
40
ATK
45
DEF
40
SPA
65
SPD
40
SPE
65
BST
295

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1LeerNone10030Priority: 0. Lowers the target's Defense by one stage.
1Odor SleuthNoneNone40Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers.
1Tackle5010030Priority: 0. Inflicts regular damage.
4HowlNoneNone40Priority: 0. Raises the user's Attack by one stage.
7Thunder WaveNone9020Priority: 0. Paralyzes the target.
10Quick Attack4010020Priority: 1. Inflicts regular damage.
12Spark6510020Priority: 0. Has a 30% chance to paralyze the target.
14Bite6010020Priority: 0. Has a 30% chance to make the target flinch.
16Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
18Psychic Fangs8510010Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
20Nuzzle2010020Priority: 0. Has a 100% chance to paralyze the target.
22Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.
25Electro BallNone10010Priority: 0. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.

User's Speed | Power
-------------------------------- | ----:
Up to 2× the target's Speed | 60
Up to 3× the target's Speed | 80
Up to 4× the target's Speed | 120
More than 4× the target's Speed | 150
28Flame Burst7010015Priority: 0. If this move successfully hits the target, any Pokémon adjacent to the target are damaged for 1/16 their max HP.
32RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
36Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
40Wild Charge9010010Priority: 0. Inflicts regular damage without recoil.
44Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
48ChargeNoneNone20Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
52SwitcherooNone10010Priority: 0. User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.

If either Pokémon has multitype or sticky hold, this move will fail.

If this move results in a Pokémon obtaining choice band, choice scarf, or choice specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.

Neither the user nor the target can recover its item with recycle.

This move cannot be selected by assist or metronome.
56Discharge8010015Priority: 0. Has a 30% chance to paralyze the target.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM5RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM35Flamethrower9010010Priority: 0. Has a 10% chance to burn the target.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM72Volt Switch7010020Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93Wild Charge9010010Priority: 0. Inflicts regular damage without recoil.
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Magnet RiseNoneNone10Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Uproar9010010Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move.

Encounter Locations

Location   Level Spawn Percent
Virbank Complex - Outside Grass 14-15 10.0