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522 - Blitzle

  Type Ability

(1) Motor Drive
(2) Sap Sipper
(HA) Lightningrod

Evolutions


Blitzle
Level 27
Zebstrika

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
456032503276295

Wild Hold Items

  • 50%: Cheri Berry

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Rage 20 100 20 Priority: 0. Every time the user is hit after it uses this move but before its next action, its Attack raises by one stage.
1 Tail Whip None 100 30 Priority: 0. Lowers the target's Defense by one stage.
4 Charge None None 20 Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
6 Shock Wave 60 None 20 Priority: 0. Ignores accuracy and evasion modifiers.
8 Sand Attack None 100 15 Priority: 0. Lowers the target's accuracy by one stage.
10 Me First None None 20 Priority: 0. If the target has selected a damaging move this turn, the user will copy that move and use it against the target, with a 50% increase in power.

If the target moves before the user, this move will fail.
13 Spark 65 100 20 Priority: 0. Has a 30% chance to paralyze the target.
16 Screech None 85 40 Priority: 0. Lowers the target's Defense by two stages.
19 Double Kick 30 100 30 Priority: 0. Hits twice in one turn.
22 Pursuit 40 100 20 Priority: 0. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power.

This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me.
25 Nuzzle 20 100 20 Priority: 0. Has a 100% chance to paralyze the target.
28 Stomp 65 100 20 Priority: 0. Has a 30% chance to make the target flinch.

Power is doubled against Pokémon that have used minimize since entering the field.
34 Discharge 80 100 15 Priority: 0. Has a 30% chance to paralyze the target.
34 Discharge 80 100 15 Priority: 0. Has a 30% chance to paralyze the target.
37 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
40 Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
43 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
47 Mega Kick 120 75 5 Priority: 0. Inflicts regular damage.
51 Lunge 80 100 15 Priority: 0. Lowers the target's Attack by one stage.
55 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
59 Flare Blitz 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 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.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 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.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM43 Flame Charge 60 100 20 Priority: 0. Raises the user's Speed by one stage.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM47 Low Sweep 65 100 20 Priority: 0. Lowers the target's Speed by one stage.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM72 Volt Switch 70 100 20 Priority: 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.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
Tutor Magnet Rise None None 10 Priority: 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.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Sleep Talk None None 10 Priority: 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.

Encounter Locations

Location   Level Spawn Percent
Route 5 Dark Grass (Doubles) 27-30 10.0
Route 5 Grass 27-29 10.0