Electric moves
All 27 Electric moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.
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
| Move | Category | Power | Acc. | PP | In short |
|---|---|---|---|---|---|
| Bolt Strike | Physical | 130 | 85 | 5 | 20% chance to paralyze the target. |
| Charge | Status | – | – | 20 | Boosts next Electric move and user's Sp. Def by 1. |
| Charge Beam | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. |
| Discharge | Special | 80 | 100 | 15 | 30% chance to paralyze adjacent Pokemon. |
| Eerie Impulse | Status | – | 100 | 15 | Lowers the target's Sp. Atk by 2. |
| Electric Terrain | Status | – | – | 10 | 5 turns. Grounded: +Electric power, can't sleep. |
| Electrify | Status | – | – | 20 | Changes the target's move to Electric this turn. |
| Electro Ball | Special | – | 100 | 10 | More power the faster the user is than the target. |
| Electroweb | Special | 55 | 95 | 15 | 100% chance to lower the foe(s) Speed by 1. |
| Fusion Bolt | Physical | 100 | 100 | 5 | Power doubles if used after Fusion Flare. |
| Ion Deluge | Status | – | – | 25 | Normal moves become Electric type this turn. |
| Magnet Rise | Status | – | – | 10 | For 5 turns, the user is immune to Ground moves. |
| Magnetic Flux | Status | – | – | 20 | Raises Def, Sp. Def of allies with Plus/Minus by 1. |
| Nuzzle | Physical | 20 | 100 | 20 | 100% chance to paralyze the target. |
| Parabolic Charge | Special | 50 | 100 | 20 | User recovers 50% of the damage dealt. |
| Shock Wave | Special | 60 | – | 20 | This move does not check accuracy. |
| Spark | Physical | 65 | 100 | 20 | 30% chance to paralyze the target. |
| Thunder | Special | 110 | 70 | 10 | 30% chance to paralyze target. Can't miss in rain. |
| Thunder Fang | Physical | 65 | 95 | 15 | 10% chance to paralyze. 10% chance to flinch. |
| Thunder Wave | Status | – | 100 | 20 | Paralyzes the target. |
| Thunderbolt | Special | 90 | 100 | 15 | 10% chance to paralyze the target. |
| Thunderpunch | Physical | 75 | 100 | 15 | 10% chance to paralyze the target. |
| Thundershock | Special | 40 | 100 | 30 | 10% chance to paralyze the target. |
| Volt Switch | Special | 70 | 100 | 20 | User switches out after damaging the target. |
| Volt Tackle | Physical | 120 | 100 | 15 | Has 33% recoil. 10% chance to paralyze target. |
| Wild Charge | Physical | 90 | 100 | 15 | Has 1/4 recoil. |
| Zap Cannon | Special | 120 | 50 | 5 | 100% chance to paralyze the target. |
Bolt Strike
Physical ElectricHas 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 ElectricRaises 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.
Charge Beam
Special ElectricHas a 70% chance to raise the user's Special Attack by 1 stage.
Discharge
Special ElectricHas a 30% chance to paralyze the target.
Eerie Impulse
Status ElectricLowers the target's Special Attack by 2 stages.
Electric Terrain
Status ElectricFor 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 ElectricCauses 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 ElectricThe 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.
Electroweb
Special ElectricHas 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 ElectricPower 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 ElectricCauses 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 ElectricFor 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.
Magnetic Flux
Status ElectricRaises the Defense and Special Defense of Pokemon on the user's side with the Abilities Plus or Minus by 1 stage.
Nuzzle
Physical ElectricHas a 100% chance to paralyze the target.
Parabolic Charge
Special ElectricThe 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).
Shock Wave
Special ElectricThis move does not check accuracy.
Learned in the main series by: 8 by level-up and 235 by TM. Earliest by level: Blitzle (Lv. 11), Zebstrika (Lv. 11), Electabuzz (Lv. 15), Elekid (Lv. 15), Electivire (Lv. 15), Thundurus (Lv. 19), Rotom (Lv. 22), Emolga (Lv. 22).
Spark
Physical ElectricHas a 30% chance to paralyze the target.
Thunder
Special ElectricHas 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%.
Thunder Fang
Physical ElectricHas a 10% chance to paralyze the target and a 10% chance to flinch it.
Thunder Wave
Status ElectricParalyzes the target.
Thunderbolt
Special ElectricHas a 10% chance to paralyze the target.
Learned in the main series by: 9 by level-up and 199 by TM. Earliest by level: Raichu (start), Zekrom (Lv. 22), Elekid (Lv. 40), Pikachu (Lv. 42), Eelektrik (Lv. 44), Stunfisk (Lv. 45), Electabuzz (Lv. 49), Electivire (Lv. 49), Helioptile (Lv. 49).
Thunderpunch
Physical ElectricHas a 10% chance to paralyze the target.
Thundershock
Special ElectricHas a 10% chance to paralyze the target.
Volt Switch
Special ElectricIf 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 ElectricHas 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 ElectricIf 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.
Zap Cannon
Special ElectricHas a 100% chance to paralyze the target.
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