USUM / Moves

Thunder Fang

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Thunder Fang in Pokémon Ultra Sun & Ultra Moon

Electric-type physical move in Pokémon Ultra Sun & Ultra Moon.

Move text

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

Move details

Introduced

Generation IV

Power

65

Accuracy

95

PP

15

Priority

0

Makes contact?

Yes

Machine

-

Learners

Pokémon that learn this move through special or alternate methods.

Yungoos

#13

Normal
Egg

Gumshoos

#14

Normal
Yungoos — breeding; retain through evolution

Smeargle

#70

Normal
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Smeargle

#70

Normal
Permanently copy with Sketch; a source Pokémon must use the move

Rhyhorn

#111

GroundRock
Egg

Rhydon

#112

GroundRock
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rhydon

#112

GroundRock
Rhyhorn — breeding; retain through evolution

Mawile

#125

SteelFairy
Egg

Mega Mawile

#125

SteelFairy
Egg

Own Tempo Rockruff

#126

Rock
Egg

Rockruff

#126

Rock
Egg

Dusk Lycanroc

#127

Rock
Rockruff Own Tempo — breeding; retain through evolution

Midday Lycanroc

#127

Rock
Rockruff — breeding; retain through evolution

Midnight Lycanroc

#127

Rock
Rockruff — breeding; retain through evolution

Lillipup

#150

Normal
Egg

Herdier

#151

Normal
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Herdier

#151

Normal
Lillipup — breeding; retain through evolution

Tyrunt

#243

RockDragon
Egg

Tyrantrum

#244

RockDragon
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Tyrantrum

#244

RockDragon
Tyrunt — breeding; retain through evolution

Poochyena

#261

Dark
Egg

Houndour

#289

DarkFire
Egg

Electrike

#293

Electric
Egg

Sandile

#301

GroundDark
Egg

Krokorok

#302

GroundDark
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Krokorok

#302

GroundDark
Sandile — breeding; retain through evolution

Krookodile

#303

GroundDark
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Krookodile

#303

GroundDark
Sandile — breeding; retain through evolution

Snubbull

#339

Fairy
Egg

Druddigon

#374

Dragon
Egg

Shinx

#403

Electric
Egg

Rhyperior

#464

GroundRock
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Rhyperior

#464

GroundRock
Rhyhorn — breeding; retain through evolution

Durant

#632

BugSteel
Egg

Deino

#633

DarkDragon
Egg

Zweilous

#634

DarkDragon
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Zweilous

#634

DarkDragon
Deino — breeding; retain through evolution

Hydreigon

#635

DarkDragon
Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Hydreigon

#635

DarkDragon
Deino — breeding; retain through evolution

Related

View all moves →
Other moves that share this move type.
MoveTypeClassTMPowerAcc.PPPokémon
10,000,000 Volt Thunderbolt

Z-Move reference: requires the appropriate Z-Crystal and compatible base move; cannot be learned as an ordinary move. Generic Z-Move power depends on the base move. USUM Z-Rotom Power can permit another Z-Move in the same battle.

Electric

-

195-10
Bolt Strike

The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.

Electric

-

1308553
Catastropika

Z-Move reference: requires the appropriate Z-Crystal and compatible base move; cannot be learned as an ordinary move. Generic Z-Move power depends on the base move. USUM Z-Rotom Power can permit another Z-Move in the same battle.

Electric

-

210-10
Charge

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

-

--2051
Charge Beam

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

Electric509010261
Discharge

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

Electric

-

801001574
Eerie Impulse

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

Electric

-

-1001520
Electric Terrain

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

Electric

-

--1021
Electrify

If the target is electrified before it uses a move during that turn, the target’s move becomes Electric type.

Electric

-

--203
Electro 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

-

-1001041
Electroweb

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

Electric

-

559515108
Fusion Bolt

The user throws down a giant lightning bolt. This move’s power is increased when influenced by an enormous flame.

Electric

-

10010054
Gigavolt Havoc

Z-Move reference: requires the appropriate Z-Crystal and compatible base move; cannot be learned as an ordinary move. Generic Z-Move power depends on the base move. USUM Z-Rotom Power can permit another Z-Move in the same battle.

Electric

-

--10
Gigavolt Havoc

Z-Move reference: requires the appropriate Z-Crystal and compatible base move; cannot be learned as an ordinary move. Generic Z-Move power depends on the base move. USUM Z-Rotom Power can permit another Z-Move in the same battle.

Electric

-

--10
Ion Deluge

The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.

Electric

-

--2511
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric

-

--10135
Magnetic Flux

The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.

Electric

-

--208
Nuzzle

The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.

Electric

-

201002018
Parabolic Charge

The user attacks everything around it. The user’s HP is restored by half the damage taken by those hit.

Electric

-

65100204
Plasma Fists

The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.

Electric

-

100100152
Shock Wave

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

Electric

-

60-20341
Spark

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

Electric

-

651002051
Stoked Sparksurfer

Z-Move reference: requires the appropriate Z-Crystal and compatible base move; cannot be learned as an ordinary move. Generic Z-Move power depends on the base move. USUM Z-Rotom Power can permit another Z-Move in the same battle.

Electric

-

175-10
Thunder

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

Electric1107010255
Thunder Punch

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

Electric

-

7510015227
Thunder Shock

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

Electric

-

401003045
Thunder Wave

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

Electric-9020321
Thunderbolt

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

Electric9010015313
Volt Switch

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

Electric701002078
Volt Tackle

The user electrifies itself and charges the target. This also damages the user quite a lot. This attack may leave the target with paralysis.

Electric

-

1201001512
Wild Charge

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

Electric9010015126
Zap Cannon

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

Electric

-

120505115
Zing Zap

A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch.

Electric

-

80100103