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Manectric

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Manectric in Pokémon Sword & Shield

Galar Pokédex #67 • Discharge Pokémon

Manectric in the National Pokédex
Manectric sprite

Normal

Shiny Manectric sprite

Shiny

Pokédex entries

Sword

It stimulates its own muscles with electricity, so it can move quickly. It eases its soreness with electricity, too, so it can recover quickly as well.

Shield

It rarely appears before people. It is said to nest where lightning has fallen.

Pokémon details

Type

Electric

Category

Discharge Pokémon

Height

1.5 m (4'11")

Weight

40.2 kg (88.6 lbs)

National Pokédex

#0310

Pokédex

Galar #67

Manectric in Other Games

National Dex page

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

Min

Max

HP

70

250

344

Attack

75

139

273

Defense

60

112

240

Sp. Atk

105

193

339

Sp. Def

60

112

240

Speed

105

193

339

Total

475

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 Manectric, 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
Galar #67
EV yield
2 Spe
Catch rate
45
Base Exp.
166

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

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

Electrike

Galar #66

Level 26

Manectric

Manectric

Galar #67

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

Axew's Eye

Wild Pokémon

Random in Grass35-4030%

Before the Darkest Day and Eternatus battle, Thunderstorm

Axew's Eye

Wild Pokémon

Random in Grass6030%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Cap

Main Area

Overworld28-3010%

Before the Darkest Day and Eternatus battle, Thunderstorm

Giant's Cap

Main Area

Overworld6010%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Seat

Wild Pokémon

Random in Grass30-3550%

Before the Darkest Day and Eternatus battle, Thunderstorm

Giant's Seat

Wild Pokémon

Random in Grass6050%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Rolling Fields

Main Area

Special Overworld Encounters26-

Before the Darkest Day and Eternatus battle, Thunderstorm

Rolling Fields

Main Area

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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 Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle35-4020%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle35-4020%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle45-5025%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle45-5025%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-6030%

Permanent pool 24, 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

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-6030%

Permanent pool 24, 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

Sword
LocationMethodLevelChanceConditions

Axew's Eye

Wild Pokémon

Random in Grass35-4030%

Before the Darkest Day and Eternatus battle, Thunderstorm

Axew's Eye

Wild Pokémon

Random in Grass6030%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Cap

Main Area

Overworld28-3010%

Before the Darkest Day and Eternatus battle, Thunderstorm

Giant's Cap

Main Area

Overworld6010%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Giant's Seat

Wild Pokémon

Random in Grass30-3550%

Before the Darkest Day and Eternatus battle, Thunderstorm

Giant's Seat

Wild Pokémon

Random in Grass6050%

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Rolling Fields

Main Area

Special Overworld Encounters26-

Before the Darkest Day and Eternatus battle, Thunderstorm

Rolling Fields

Main Area

Special Overworld Encounters60-

After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 106, 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 Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle35-4020%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle35-4020%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle45-5025%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle45-5025%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-6020%

Permanent pool 24, 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

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-6020%

Permanent pool 24, 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

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

A physical attack in which the user charges and slams into the target with its whole body.

Normal4010035
StartLeer

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

Normal-10030
StartThunder Wave

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

Electric-9020
StartHowl

The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.

Normal--40
StartFire Fang

The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.

Fire659515
12Quick Attack

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

Normal4010030
16Shock Wave

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

Electric60-20
20Bite

The target is bitten with viciously sharp fangs. This may also make the target flinch.

Dark6010025
24Thunder Fang

The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.

Electric659515
30Roar

The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Normal--20
36Discharge

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

Electric8010015
42Charge

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

Electric--20
48Wild Charge

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

Electric9010015
54Thunder

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

Electric1107010
60Electric Terrain

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

Electric--10

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM08Hyper Beam

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

Normal150905
TM09Giga Impact

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

Normal150905
TM14Thunder Wave

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

Electric-9020
TM17Light Screen

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

Psychic--30
TM21Rest

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

Psychic--10
TM23Thief

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

Dark6010025
TM24Snore

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

Normal5010015
TM25Protect

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

Normal--10
TM26Scary Face

The user frightens the target with a scary face to harshly lower its Speed stat.

Normal-10010
TM31Attract

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

Normal-10015
TM33Rain Dance

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

Water--5
TM39Facade

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

Normal7010020
TM40Swift

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

Normal60-20
TM66Thunder Fang

The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.

Electric659515
TM67Ice Fang

The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.

Ice659515
TM68Fire Fang

The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.

Fire659515
TM76Round

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

Normal6010015
TM80Volt Switch

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

Electric7010020
TM85Snarl

The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.

Dark559515
TM90Electric Terrain

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

Electric--10
TM93Eerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
TR01Body Slam

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

Normal8510015
TR02Flamethrower

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

Fire9010015
TR08Thunderbolt

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

Electric9010015
TR09Thunder

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

Electric1107010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR20Substitute

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

Normal--10
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR31Iron Tail

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

Steel1007515
TR32Crunch

The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.

Dark8010015
TR35Uproar

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

Normal9010010
TR42Hyper Voice

The user lets loose a horribly echoing shout with the power to inflict damage.

Normal9010010
TR43Overheat

The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat.

Fire130905
TR80Electro Ball

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

Electric-10010
TR86Wild Charge

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

Electric9010015
TR97Psychic Fangs

The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.

Psychic8510010

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

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

Electric7010020

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
Charge Beam

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

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.

Electric509010
Confide

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

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.

Normal--20
Curse

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

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.

Ghost--10
Curse

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

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

Ghost--10
Curse

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

Learn as Electrike, then retain through evolution.

Ghost--10
Double Team

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

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.

Normal--15
Double-Edge

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

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.

Normal12010015
Headbutt

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

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.

Normal7010015
Headbutt

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

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

Normal7010015
Headbutt

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

Learn as Electrike, then retain through evolution.

Normal7010015
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

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.

Normal--30
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

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.

Electric--10
Mimic

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

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.

Normal--10
Mud-Slap

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

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.

Ground2010010
Spark

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

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.

Electric6510020
Spark

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

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

Electric6510020
Spark

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

Learn as Electrike, then retain through evolution.

Electric6510020
Strength

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

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.

Normal8010015
Swagger

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

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.

Normal-8515
Switcheroo

The user trades held items with the target faster than the eye can follow.

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.

Dark-10010
Switcheroo

The user trades held items with the target faster than the eye can follow.

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

Dark-10010
Switcheroo

The user trades held items with the target faster than the eye can follow.

Learn as Electrike, then retain through evolution.

Dark-10010
Toxic

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

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.

Poison-9010

Ability options available to this Pokémon in this game.

Static

Ability Slot 1

The Pokémon is charged with static electricity, so contact with it may cause paralysis.

Has a 30% chance of paralyzing attacking Pokémon on contact.

Lightning Rod

Ability Slot 2

The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk.

Redirects eligible Electric-type moves, absorbs them and raises Special Attack.

Minus(Hidden Ability)

Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.

Increases Special Attack to 1.5× when a friendly Pokémon has Plus or Minus.

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