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National Dex / Electrike

Electrike

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Electrike

#0309 in the National Pokédex • Lightning Pokémon

Electrike sprite

Normal

Shiny Electrike sprite

Shiny

Pokémon HOME art

Details

Category

Lightning Pokémon

Height

0.6 m (2'00")

Weight

15.2 kg (33.5 lbs)

National Pokédex

#0309
Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

40

190

284

Attack

45

85

207

Defense

40

76

196

Sp. Atk

65

121

251

Sp. Def

40

76

196

Speed

65

121

251

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 Electrike, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.
Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Electrike

Electrike

#0309

Level 26

Manectric

Manectric

#0310

Manectric

Manectric

#0310

Mega Evolution

Mega Manectric

Mega Manectric

#0310

Games where Electrike appears, newest first. Each link opens that game's Pokédex page.

Games

Pokémon GO

2016

Main Series

Legends: Z-A

2025

Brilliant Diamond & Shining Pearl

2021

Sword & Shield

2019

Ultra Sun & Ultra Moon

2017

Sun & Moon

2016

Omega Ruby & Alpha Sapphire

2014

X & Y

2013

Black 2 & White 2

2012

Black & White

2010

HeartGold & SoulSilver

2009

Platinum

2008

Diamond & Pearl

2006

Emerald

2004

FireRed & LeafGreen

2004

Ruby & Sapphire

2002

Pick a game to see what Electrike learns there.
Electrike in Legends: Z-A

Moves Electrike learns by leveling up in Legends: Z-A.
Class
StartLeer

The user frightens targets with an intimidating leer, which lowers their Defense stats for a short time.

Normal---
StartQuick Attack

The user attacks by lunging toward targets with blinding speed.

Normal30--
StartTackle

The user attacks by charging forward and slamming into targets with its whole body.

Normal40--
8Thunder Shock

The user attacks with a jolt of electricity. This may also leave targets paralyzed.

Electric40--
12Thunder Wave

The user launches a weak jolt of electricity to leave targets paralyzed.

Electric---
16Spark

The user attacks by charging into targets while cloaked in electricity. This may also leave targets paralyzed.

Electric65--
20Bite

The user attacks by biting targets with viciously sharp fangs. This may also make targets flinch.

Dark60--
22Eerie Impulse

The user generates an eerie impulse from its body, which lowers targets' Sp. Atk stats for a while.

Electric---
24Thunder Fang

The user attacks by biting targets with electrified fangs. This may also make targets flinch or leave them paralyzed.

Electric65--
28Roar

The user lets out a mighty roar, which startles targets and drives them back a good distance.

Normal---
30Snarl

The user snarls incessantly at targets to lower their Sp. Atk stats for a short time.

Dark55--
36Charge

The user charges up to boost the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat for a short time.

Electric---
40Thunderbolt

The user attacks with a strong electric blast. This may also leave targets paralyzed.

Electric90--
44Wild Charge

The user attacks by charging forward while cloaked in electricity. The user will also take some damage.

Electric90--
50Thunder

The user attacks by dropping a wicked thunderbolt. This may also leave targets paralyzed.

Electric110--
Moves Electrike can learn from Technical Machines in Legends: Z-A.
Class
TM001Headbutt

The user attacks by leaning forward and charging headfirst into targets. This may also make targets flinch.

Normal70--
TM005Roar

The user lets out a mighty roar, which startles targets and drives them back a good distance.

Normal---
TM008Thunder Wave

The user launches a weak jolt of electricity to leave targets paralyzed.

Electric---
TM014Fire Fang

The user attacks by biting targets with flame-cloaked fangs. This may also make targets flinch or leave them with a burn.

Fire65--
TM015Ice Fang

The user attacks by biting targets with cold-infused fangs. This may also make targets flinch or leave them frozen.

Ice65--
TM016Light Screen

The user constructs a wondrous wall of light that will reduce damage taken from special moves for a while. This effect continues even if the user is switched out.

Psychic---
TM017Protect

The user takes on a protective stance that prevents incoming attacks from landing.

Normal---
TM021Thunder Fang

The user attacks by biting targets with electrified fangs. This may also make targets flinch or leave them paralyzed.

Electric65--
TM025Crunch

The user attacks by crunching targets up with sharp fangs. This may also lower targets' Defense stats.

Dark80--
TM027Swift

The user attacks by firing star-shaped rays at targets.

Normal60--
TM033Body Slam

The user attacks by dropping onto targets with its full body weight. This may also leave targets paralyzed.

Normal85--
TM035Endure

The user takes a ready stance to endure any attack. While in this stance, the user will be able to take a hit and be left with at least 1 HP without fail.

Normal---
TM039Discharge

The user attacks by letting loose a flare of electricity across a wide area. This may also leave those hit paralyzed.

Electric80--
TM047Agility

The user relaxes its muscles to make its body feel lighter, increasing the user's movement speed for a short time.

Psychic---
TM062Flamethrower

The user attacks with a stream of fierce flames. This may also leave targets with a burn.

Fire90--
TM066Volt Switch

The user attacks by dishing out a quick blow, then rushes back to its Trainer with incredible speed.

Electric70--
TM067Thunderbolt

The user attacks with a strong electric blast. This may also leave targets paralyzed.

Electric90--
TM085Substitute

The user sacrifices a small amount of HP to create a substitute for itself.

Normal---
TM086Wild Charge

The user attacks by charging forward while cloaked in electricity. The user will also take some damage.

Electric90--
TM091Curse

The user boosts its Attack and Defense stats in exchange for lowering its movement speed for a short time. When Ghost types use this move, the effect is different.

Ghost---
TM106Thunder

The user attacks by dropping a wicked thunderbolt. This may also leave targets paralyzed.

Electric110--
TM109Facade

The user attacks with a power that is doubled if the user is poisoned, paralyzed, burned, or drowsy.

Normal70--
TM124Psychic Fangs

The user attacks by biting targets using psychic power. This move can also break barriers such as Light Screen and Reflect.

Psychic85--

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