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SwSh / Pokédex

Electivire

Back to Pokédex

Electivire

Crown Tundra Pokédex #17 • Thunderbolt Pokémon

Electivire sprite

Normal

Shiny Electivire sprite

Shiny

Pokédex entries

Sword

The amount of electrical energy this Pokémon produces is proportional to the rate of its pulse. The voltage jumps while Electivire is battling.

Shield

In terms of electrical-energy output, Electivire is one of the best among all Electric Pokémon. It discharges high-voltage currents from its tails.

Details

Type

Electric

Category

Thunderbolt Pokémon

Height

1.8 m (5'11")

Weight

138.6 kg (305.6 lbs)

National Pokédex

#0466

Pokédex

Crown #17

Stats

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

Min

Max

HP

75

260

354

Attack

123

225

379

Defense

67

125

256

Sp. Atk

95

175

317

Sp. Def

85

157

295

Speed

95

175

317

Total

540

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.

It's Super Effective

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

Weak to

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Crown Tundra #17
EV yield
3 Atk
Catch rate
30
Base Exp.
270

Eggs

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
75% male
25% female
Egg cycles
25 cycles

Evolution

Evolution requirements shown in a compact table or chain view.

Encounters

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

Giant's Bed

Wild Pokémon

Special Overworld Encounters65-

The Crown Tundra Expansion Pass required, Thunderstorm

Frigid Sea

Wild Pokémon

Special Overworld Encounters68-

The Crown Tundra Expansion Pass required, Thunderstorm

Ballimere Lake

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frigid Sea

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frostpoint Field

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Bed

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Three-Point Pass

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Ballimere Lake

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frigid Sea

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frostpoint Field

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Bed

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Three-Point Pass

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Giant's Bed

Wild Pokémon

Special Overworld Encounters65-

The Crown Tundra Expansion Pass required, Thunderstorm

Frigid Sea

Wild Pokémon

Special Overworld Encounters68-

The Crown Tundra Expansion Pass required, Thunderstorm

Ballimere Lake

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frigid Sea

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frostpoint Field

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Bed

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Three-Point Pass

Max Raid Battles — pool 164 (common beam)

Max Raid Battle55-6015%

The Crown Tundra Expansion Pass required, Permanent pool 164, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Ballimere Lake

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frigid Sea

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Frostpoint Field

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Bed

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Three-Point Pass

Max Raid Battles — pool 165 (rare beam)

Max Raid Battle55-6020%

The Crown Tundra Expansion Pass required, Permanent pool 165, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Held Items

Items this Pokémon may hold when encountered in the wild.
Shield
5%
Sword
5%

Moves

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
Description
StartLeerNormalStatus-10030

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

StartThunder ShockElectricSpecial4010030

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

StartQuick AttackNormalPhysical4010030

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

StartChargeElectricStatus--20

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

12SwiftNormalSpecial60-20

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

16Shock WaveElectricSpecial60-20

The user strikes the target with a quick jolt of electricity. This attack never misses.

20Thunder WaveElectricStatus-9020

The user launches a weak jolt of electricity that paralyzes the target.

24ScreechNormalStatus-8540

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

28Thunder PunchElectricPhysical7510015

The target is punched with an electrified fist. This may also leave the target with paralysis.

34DischargeElectricSpecial8010015

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

40Low KickFightingPhysical-10020

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

46ThunderboltElectricSpecial9010015

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

52Light ScreenPsychicStatus--30

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

58ThunderElectricSpecial1107010

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

64Giga ImpactNormalPhysical150905

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Machines

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
Description
TM00Mega PunchNormalPhysical808520

The target is slugged by a punch thrown with muscle-packed power.

TM01Mega KickNormalPhysical120755

The target is attacked by a kick launched with muscle-packed power.

TM03Fire PunchFirePhysical7510015

The target is punched with a fiery fist. This may also leave the target with a burn.

TM04Ice PunchIcePhysical7510015

The target is punched with an icy fist. This may also leave the target frozen.

TM05Thunder PunchElectricPhysical7510015

The target is punched with an electrified fist. This may also leave the target with paralysis.

TM08Hyper BeamNormalSpecial150905

The target is attacked with a powerful beam. The user can’t move on the next turn.

TM09Giga ImpactNormalPhysical150905

The user charges at the target using every bit of its power. The user can’t move on the next turn.

TM14Thunder WaveElectricStatus-9020

The user launches a weak jolt of electricity that paralyzes the target.

TM15DigGroundPhysical8010010

The user burrows into the ground, then attacks on the next turn.

TM16ScreechNormalStatus-8540

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

TM17Light ScreenPsychicStatus--30

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

TM21RestPsychicStatus--10

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

TM22Rock SlideRockPhysical759010

Large boulders are hurled at opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

TM23ThiefDarkPhysical6010025

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

TM24SnoreNormalSpecial5010015

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

TM25ProtectNormalStatus--10

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

TM31AttractNormalStatus-10015

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

TM33Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

TM39FacadeNormalPhysical7010020

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

TM40SwiftNormalSpecial60-20

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

TM41Helping HandNormalStatus--20

The user assists an ally by boosting the power of that ally’s attack.

TM43Brick BreakFightingPhysical7510015

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

TM46Weather BallNormalSpecial5010010

This attack move varies in power and type depending on the weather.

TM48Rock TombRockPhysical609515

Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.

TM59FlingDarkPhysical-10010

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

TM75Low SweepFightingPhysical6510020

The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.

TM76RoundNormalSpecial6010015

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

TM80Volt SwitchElectricSpecial7010020

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

TM81BulldozeGroundPhysical6010020

The user strikes everything around it by stomping down on the ground. This lowers the Speed stats of those hit.

TM82ElectrowebElectricSpecial559515

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.

TM90Electric TerrainElectricStatus--10

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

TM98Stomping TantrumGroundPhysical7510010

Driven by frustration, the user attacks the target. If the user’s previous move has failed, the power of this move doubles.

TR01Body SlamNormalPhysical8510015

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

TR02FlamethrowerFireSpecial9010015

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

TR07Low KickFightingPhysical-10020

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

TR08ThunderboltElectricSpecial9010015

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

TR09ThunderElectricSpecial1107010

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

TR10EarthquakeGroundPhysical10010010

The user sets off an earthquake that strikes every Pokémon around it.

TR11PsychicPsychicSpecial9010010

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

TR20SubstituteNormalStatus--10

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

TR26EndureNormalStatus--10

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

TR27Sleep TalkNormalStatus--10

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

TR31Iron TailSteelPhysical1007515

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

TR35UproarNormalSpecial9010010

The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.

TR37TauntDarkStatus-10020

The target is taunted into a rage that allows it to use only attack moves for three turns.

TR64Focus BlastFightingSpecial120705

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

TR80Electro BallElectricSpecial-10010

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

TR86Wild ChargeElectricPhysical9010015

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

TR93Darkest LariatDarkPhysical8510010

The user swings both arms and hits the target. The target’s stat changes don’t affect this attack’s damage.

Tutors

Moves this Pokémon can learn from move tutors in this game.
Class
Description
Rising VoltageElectricSpecial7010020

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Description
Charge Beam

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

ElectricSpecial509010

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

Confide

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--20

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Counter

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical-10020

A retaliation move that counters any physical attack, inflicting double the damage taken.

Covet

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical6010025

The user endearingly approaches the target, then steals the target’s held item.

Cross Chop

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical100805

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Cross Chop

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

FightingPhysical100805

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Cross Chop

Learn as Elekid, then retain through evolution.

FightingPhysical100805

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Curse

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

GhostStatus--10

A move that works differently for the Ghost type than for all other types.

Detect

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingStatus--5

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Double Team

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--15

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

Double-Edge

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical12010015

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Dual Chop

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

DragonPhysical409015

The user attacks its target by hitting it with brutal strikes. The target is hit twice in a row.

Dynamic Punch

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical100505

The user punches the target with full, concentrated power. This confuses the target if it hits.

Dynamic Punch

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

FightingPhysical100505

The user punches the target with full, concentrated power. This confuses the target if it hits.

Dynamic Punch

Learn as Elekid, then retain through evolution.

FightingPhysical100505

The user punches the target with full, concentrated power. This confuses the target if it hits.

Feint

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical3010010

This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.

Feint

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

NormalPhysical3010010

This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.

Feint

Learn as Elekid, then retain through evolution.

NormalPhysical3010010

This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.

Focus Punch

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical15010020

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Focus Punch

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

FightingPhysical15010020

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Focus Punch

Learn as Elekid, then retain through evolution.

FightingPhysical15010020

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Hammer Arm

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical1009010

The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.

Hammer Arm

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

FightingPhysical1009010

The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.

Hammer Arm

Learn as Elekid, then retain through evolution.

FightingPhysical1009010

The user swings and hits with its strong, heavy fist. It lowers the user’s Speed, however.

Headbutt

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical7010015

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Magnet Rise

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

ElectricStatus--10

The user levitates using electrically generated magnetism for five turns.

Metronome

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--10

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Mimic

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus--10

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Mud-Slap

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

GroundSpecial2010010

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Power-Up Punch

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical4010020

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Reflect

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicStatus--20

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

Rock Smash

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical4010015

The user attacks with a punch. This may also lower the target’s Defense stat.

Seismic Toss

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical-10020

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Skull Bash

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical13010010

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Strength

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical8010015

The target is slugged with a punch thrown at maximum power.

Submission

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

FightingPhysical808020

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

Swagger

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalStatus-8515

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

Take Down

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

NormalPhysical908520

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

Teleport

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PsychicStatus--20

The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees.

Torment

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

DarkStatus-10015

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Toxic

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

PoisonStatus-9010

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

Zap Cannon

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

ElectricSpecial120505

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Traits

Ability options available to this Pokémon in this game.

Motor Drive

Ability Slot 1

Boosts its Speed stat if hit by an Electric-type move instead of taking damage.

Absorbs Electric moves, raising Speed one stage.

Vital Spirit(Hidden Ability)

The Pokémon is full of vitality, and that prevents it from falling asleep.

Prevents sleep.

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