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Electric moves

All 27 Electric moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.

The tables on this page are generated from the game's data and refreshed about once an hour. Maintained by the Pokémon Dusk Reborn team. Spotted a mistake? Tell us in #bugs-and-errors on Discord.

Effect text comes from the game's move list and some of it is carried over from the main series. Battles here are one Pokémon against one, so wording about allies or adjacent Pokémon does not apply. The learner counts come from the main series and do not limit what you can teach in this game. See changing moves and using TMs.

Moves at a glance

MoveCategoryPowerAcc.PPIn short
Bolt StrikePhysical13085520% chance to paralyze the target.
ChargeStatus––20Boosts next Electric move and user's Sp. Def by 1.
Charge BeamSpecial50901070% chance to raise the user's Sp. Atk by 1.
DischargeSpecial801001530% chance to paralyze adjacent Pokemon.
Eerie ImpulseStatus–10015Lowers the target's Sp. Atk by 2.
Electric TerrainStatus––105 turns. Grounded: +Electric power, can't sleep.
ElectrifyStatus––20Changes the target's move to Electric this turn.
Electro BallSpecial–10010More power the faster the user is than the target.
ElectrowebSpecial559515100% chance to lower the foe(s) Speed by 1.
Fusion BoltPhysical1001005Power doubles if used after Fusion Flare.
Ion DelugeStatus––25Normal moves become Electric type this turn.
Magnet RiseStatus––10For 5 turns, the user is immune to Ground moves.
Magnetic FluxStatus––20Raises Def, Sp. Def of allies with Plus/Minus by 1.
NuzzlePhysical2010020100% chance to paralyze the target.
Parabolic ChargeSpecial5010020User recovers 50% of the damage dealt.
Shock WaveSpecial60–20This move does not check accuracy.
SparkPhysical651002030% chance to paralyze the target.
ThunderSpecial110701030% chance to paralyze target. Can't miss in rain.
Thunder FangPhysical65951510% chance to paralyze. 10% chance to flinch.
Thunder WaveStatus–10020Paralyzes the target.
ThunderboltSpecial901001510% chance to paralyze the target.
ThunderpunchPhysical751001510% chance to paralyze the target.
ThundershockSpecial401003010% chance to paralyze the target.
Volt SwitchSpecial7010020User switches out after damaging the target.
Volt TacklePhysical12010015Has 33% recoil. 10% chance to paralyze target.
Wild ChargePhysical9010015Has 1/4 recoil.
Zap CannonSpecial120505100% chance to paralyze the target.

Bolt Strike

Physical Electric
130Power
85%Acc.
5PP
20%Effect

Has a 20% chance to paralyze the target.

Learned in the main series by: 1 by level-up. Earliest by level: Zekrom (Lv. 100).

Charge

Status Electric
–Power
–Acc.
20PP

Raises the user's Special Defense by 1 stage. If the user uses an Electric-type attack on the next turn, its power will be doubled.

Learned in the main series by: 26 by level-up and 3 by TM. Earliest by level: Voltorb (start), Electrode (start), Heliolisk (start), Klink (Lv. 6), Klang (Lv. 6), Klinklang (Lv. 6), Blitzle (Lv. 8), Zebstrika (Lv. 8), Shinx (Lv. 9), Luxio (Lv. 9).

Eerie Impulse

Status Electric
–Power
100%Acc.
15PP

Lowers the target's Special Attack by 2 stages.

Learned in the main series by: 4 by level-up and 6 by TM. Earliest by level: Lanturn (start), Heliolisk (start), Voltorb (Lv. 6), Electrode (Lv. 6).

Electric Terrain

Status Electric
–Power
–Acc.
10PP

For 5 turns, the terrain becomes Electric Terrain. During the effect, the power of Electric-type attacks made by grounded Pokemon is multiplied by 1.5 and grounded Pokemon cannot fall asleep; Pokemon already asleep do not wake up. Camouflage transforms the user into an Electric type, Nature Power becomes Thunderbolt, and Secret Power has a 30% chance to cause paralysis. Fails if the current terrain is Electric Terrain.

Learned in the main series by: 5 by level-up and 3 by TM. Earliest by level: Magneton (start), Magnezone (start), Manectric (Lv. 60), Electivire (Lv. 65), Luxray (Lv. 67).

Electrify

Status Electric
–Power
–Acc.
20PP

Causes the target's move to become Electric type this turn. Fails if the target already moved this turn.

Learned in the main series by: 2 by level-up. Earliest by level: Heliolisk (start), Helioptile (Lv. 45).

Electro Ball

Special Electric
–Power
100%Acc.
10PP

The power of this move depends on (user's current Speed / target's current Speed), rounded down. Power is equal to 150 if the result is 4 or more, 120 if 3, 80 if 2, 60 if 1, 40 if less than 1.

Learned in the main series by: 21 by level-up and 1 by TM. Earliest by level: Lanturn (Lv. 9), Pikachu (Lv. 13), Minun (Lv. 19), Voltorb (Lv. 22), Electrode (Lv. 22), Mareep (Lv. 22), Elekid (Lv. 22), Electivire (Lv. 22), Flaaffy (Lv. 25), Ampharos (Lv. 25).

Electroweb

Special Electric
55Power
95%Acc.
15PP
100%Effect

Has a 100% chance to lower the target's Speed by 1 stage.

Learned in the main series by: 2 by level-up and 50 by TM. Earliest by level: Joltik (Lv. 15), Galvantula (Lv. 15).

Fusion Bolt

Physical Electric
100Power
100%Acc.
5PP

Power doubles if the last move used by any Pokemon this turn was Fusion Flare.

Learned in the main series by: 1 by level-up. Earliest by level: Zekrom (Lv. 50).

Ion Deluge

Status Electric
–Power
–Acc.
25PP
+1Priority

Causes Normal-type moves to become Electric type this turn.

Learned in the main series by: 6 by level-up and 2 by TM. Earliest by level: Ampharos (start), Electivire (start), Eelektross (start), Chinchou (Lv. 47), Lanturn (Lv. 54), Zebstrika (Lv. 58).

Magnet Rise

Status Electric
–Power
–Acc.
10PP

For 5 turns, the user is immune to Ground-type attacks and the effects of Spikes, Toxic Spikes, Sticky Web, and the Ability Arena Trap as long as it remains active. If the user uses Baton Pass, the replacement will gain the effect. Ingrain, Smack Down, Thousand Arrows, and Iron Ball override this move if the user is under any of their effects. Fails if the user is already under this effect or the effects of Ingrain, Smack Down, or Thousand Arrows.

Learned in the main series by: 13 by level-up and 79 by TM. Earliest by level: Metang (start), Metagross (start), Probopass (start), Genesect (start), Porygon (Lv. 23), Porygon2 (Lv. 23), Porygon-Z (Lv. 23), Voltorb (Lv. 34), Electrode (Lv. 36), Magnemite (Lv. 43).

Magnetic Flux

Status Electric
–Power
–Acc.
20PP

Raises the Defense and Special Defense of Pokemon on the user's side with the Abilities Plus or Minus by 1 stage.

Learned in the main series by: 6 by level-up. Earliest by level: Electrode (start), Ampharos (start), Magnezone (start), Probopass (start), Klinklang (start), Zapdos (Lv. 92).

Nuzzle

Physical Electric
20Power
100%Acc.
20PP
100%Effect

Has a 100% chance to paralyze the target.

Learned in the main series by: 6 by level-up. Earliest by level: Plusle (start), Minun (start), Emolga (Lv. 15), Pachirisu (Lv. 19), Dedenne (Lv. 20), Pikachu (Lv. 29).

Parabolic Charge

Special Electric
50Power
100%Acc.
20PP

The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down.

Learned in the main series by: 3 by level-up. Earliest by level: Heliolisk (start), Dedenne (Lv. 17), Helioptile (Lv. 25).

Thunder

Special Electric
110Power
70%Acc.
10PP
30%Effect

Has a 30% chance to paralyze the target. This move can hit a target using Bounce, Fly, or Sky Drop. If the weather is Rain Dance, this move does not check accuracy. If the weather is Sunny Day, this move's accuracy is 50%.

Learned in the main series by: 18 by level-up and 168 by TM. Earliest by level: Heliolisk (start), Elekid (Lv. 43), Plusle (Lv. 43), Minun (Lv. 43), Jolteon (Lv. 45), Dedenne (Lv. 45), Mareep (Lv. 46), Electrike (Lv. 49), Manectric (Lv. 54), Electabuzz (Lv. 55).

Volt Switch

Special Electric
70Power
100%Acc.
20PP

If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members, or if the target switched out using an Eject Button.

Learned in the main series by: 3 by level-up and 47 by TM. Earliest by level: Dedenne (Lv. 26), Helioptile (Lv. 40), Emolga (Lv. 42).

Volt Tackle

Physical Electric
120Power
100%Acc.
15PP
10%Effect

Has a 10% chance to paralyze the target. If the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.

Learned in the main series by: 1 by TM. Some of them: Pichu.

Wild Charge

Physical Electric
90Power
100%Acc.
15PP

If the target lost HP, the user takes recoil damage equal to 1/4 the HP lost by the target, rounded half up, but not less than 1 HP.

Learned in the main series by: 9 by level-up and 87 by TM. Earliest by level: Electrike (Lv. 39), Blitzle (Lv. 39), Manectric (Lv. 42), Shinx (Lv. 45), Zebstrika (Lv. 47), Pikachu (Lv. 50), Luxio (Lv. 53), Eelektrik (Lv. 59), Luxray (Lv. 63).

« All move groups · The Electric type: weaknesses and Pokémon

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