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Blitzle

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Blitzle in Pokémon Black & White

#28 in the Unova Pokédex • Electrified Pokémon

Blitzle in the National Pokédex

Pokédex entries

Pokémon Black

Its mane shines when it discharges electricity. They use their flashing manes to communicate with one another.

Pokémon White

When thunderclouds cover the sky, it will appear. It can catch lightning with its mane and store the electricity.

Pokémon details

Type

Electric

Category

Electrified Pokémon

Height

0.8 m (2'07")

Weight

29.8 kg (65.7 lbs)

National Pokédex

#0522

Pokédex

#28

Blitzle in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

45

200

294

Attack

60

112

240

Defense

32

62

179

Sp. Atk

50

94

218

Sp. Def

32

62

179

Speed

76

141

276

Total

295

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Blitzle, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #28
EV yield
1 Spe
Catch rate
190
Base Exp.
59

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Blitzle

Blitzle

#28

Level 27

Zebstrika

Zebstrika

#29

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Route 3

Road 3

Walking in tall grass or a cave810%

-

Route 3

Road 3

Walking in tall grass or a cave95%

-

Route 3

Road 3

Walking in tall grass or a cave104%

-

Route 3

Road 3

Walking in tall grass or a cave111%

-

Route 3

Road 3

Walking in dark grass1010%

-

Route 3

Road 3

Walking in dark grass115%

-

Route 3

Road 3

Walking in dark grass124%

-

Route 3

Road 3

Walking in dark grass131%

-

White
LocationMethodLevelChanceConditions

Route 3

Road 3

Walking in tall grass or a cave810%

-

Route 3

Road 3

Walking in tall grass or a cave95%

-

Route 3

Road 3

Walking in tall grass or a cave104%

-

Route 3

Road 3

Walking in tall grass or a cave111%

-

Route 3

Road 3

Walking in dark grass1010%

-

Route 3

Road 3

Walking in dark grass115%

-

Route 3

Road 3

Walking in dark grass124%

-

Route 3

Road 3

Walking in dark grass131%

-

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
50%
White
50%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartQuick Attack

The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.

Normal4010030
4Tail Whip

The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.

Normal-10030
8Charge

The user boosts the power of the Electric move it uses on the next turn. It also raises the user’s Sp. Def stat.

Electric--20
11Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20
15Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
18Flame Charge

The user cloaks itself with flame and attacks. Building up more power, it raises the user’s Speed stat.

Fire5010020
22Pursuit

An attack move that inflicts double damage if used on a target that is switching out of battle.

Dark4010020
25Spark

The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.

Electric6510020
29Stomp

The target is stomped with a big foot. It may also make the target flinch.

Normal6510020
32Discharge

A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.

Electric8010015
36Agility

The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.

Psychic--30
39Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015
43Thrash

The user rampages and attacks for two to three turns. It then becomes confused, however.

Normal12010010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM43Flame Charge

The user cloaks itself with flame and attacks. Building up more power, it raises the user’s Speed stat.

Fire5010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015

Moves this Pokémon can inherit through breeding or similar methods.
Class
Double Kick

The target is quickly kicked twice in succession using both feet.

Fighting3010030
Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015
Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
Me First

The user tries to cut ahead of the target to steal and use the target’s intended move with greater power.

Normal--20
Rage

As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.

Normal2010020
Sand Attack

Sand is hurled in the target’s face, reducing its accuracy.

Ground-10015
Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20
Take Down

A reckless, full-body charge attack for slamming into the target. It also damages the user a little.

Normal908520

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

Trade from Black 2 or White 2

Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Lightning Rod

Ability Slot 1

Draws in all Electric-type moves to up Sp. Attack.

Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.

Motor Drive

Ability Slot 2

Raises Speed if hit by an Electric-type move.

Absorbs Electric moves, raising Speed one stage.

Sap Sipper(Hidden Ability)

Boosts Attack when hit by a Grass-type move.

Absorbs Grass moves, raising Attack one stage.

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