523 - Zebstrika
Type | Ability | |
---|---|---|
(1) Motor Drive (2) Sap Sipper (HA) Lightningrod | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Blitzle | Level 27 | Zebstrika |
Stats
HP 75 | ATK 100 | DEF 63 | SPA 80 | SPD 63 | SPE 116 | BST 497 |
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. | ||
27 | Smart Strike | 70 | None | 10 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
30 | 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. | ||
33 | Flame Charge | 60 | 100 | 20 | Priority: 0. Raises the user's Speed by one stage. | ||
36 | Discharge | 80 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
39 | Take Down | 90 | 85 | 20 | Priority: 0. User takes 1/4 the damage it inflicts in recoil. | ||
43 | 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. | ||
47 | Agility | None | None | 30 | Priority: 0. Raises the user's Speed by two stages. | ||
51 | Mega Kick | 120 | 75 | 5 | Priority: 0. Inflicts regular damage. | ||
55 | Lunge | 80 | 100 | 15 | Priority: 0. Lowers the target's Attack by one stage. | ||
60 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
65 | 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. | ||
70 | Volt Tackle | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to paralyze the target. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
TM50 | Overheat | 130 | 90 | 5 | Priority: 0. Inflicts regular damage, then lowers the user's Special Attack by two stages. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
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. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
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. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
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. | ||
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. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Floccesy Ranch | Hidden Grotto | ?? | 1.33 | |
Route 3 | Dark Grass (Doubles) | 70 | 10.0 | |
Route 3 | Grass | 66 | 10.0 | |
Route 3 | Hidden Grotto: In the Dark, Doubles Grass | ?? | 3.75 | |
Route 7 | Spring, Summer, Autumn | Dark Grass (Doubles) | 38-42 | 20.0 |
Route 7 | Spring, Summer, Autumn | Grass | 38-41 | 20.0 |
Route 7 | Winter | Dark Grass (Doubles) | 38-42 | 20.0 |
Route 7 | Winter | Grass | 38-41 | 20.0 |