USUM / Pokédex

Elekid

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Elekid in Pokémon Ultra Sun & Ultra Moon

#295 in the Ultra Sun & Ultra Moon Pokédex • Electric Pokémon

Elekid in the National Pokédex
Elekid sprite

Normal

Shiny Elekid sprite

Shiny

Pokédex entries

Ultra Sun

When it hears the crash of thunder, Elekid’s mood improves. It can be useful to record that sound and play it when Elekid’s feeling down.

Ultra Moon

When its horns shine a bluish white, that’s the sign it’s fully charged. You’ll get a shocking jolt if you touch it!

Pokémon details

Type

Electric

Category

Electric Pokémon

Height

0.6 m (2'00")

Weight

23.5 kg (51.8 lbs)

National Pokédex

#0239

Pokédex

#295

Elekid 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

63

117

247

Defense

37

71

190

Sp. Atk

65

121

251

Sp. Def

55

103

229

Speed

95

175

317

Total

360

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 Elekid, 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
Alola #295Ula'ula #116
EV yield
1 Spe
Catch rate
45
Base Exp.
72

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

Evolution requirements shown in a compact table or chain view.

Known encounter locations for this Pokémon in this game.
Ultra Moon
LocationMethodLevelChanceConditions

Mount Hokulani

Walking in tall grass or a cave27-30-

Encounter pools vary between sections of this map; the exact subarea percentage is unspecified here., Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

Walking in tall grass or a cave29-3210%

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Mount Hokulani

Walking in tall grass or a cave27-30-

Encounter pools vary between sections of this map; the exact subarea percentage is unspecified here., Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

Walking in tall grass or a cave29-3210%

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Mount Hokulani

SOS ally encounter27-30-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Mount Hokulani

SOS ally encounter27-30-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Ultra Sun
LocationMethodLevelChanceConditions

Blush Mountain

Walking in tall grass or a cave29-3210%

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Mount Hokulani

Walking in tall grass or a cave27-30-

Encounter pools vary between sections of this map; the exact subarea percentage is unspecified here., Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

Walking in tall grass or a cave29-3210%

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Mount Hokulani

Walking in tall grass or a cave27-30-

Encounter pools vary between sections of this map; the exact subarea percentage is unspecified here., Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock.

Blush Mountain

SOS ally encounter29-32-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Mount Hokulani

SOS ally encounter27-30-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Mount Hokulani

SOS ally encounter27-30-

Daytime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Blush Mountain

SOS ally encounter29-32-

Nighttime in the current game world. Ultra Moon’s normal-world clock is shifted by 12 hours relative to the system clock., SOS ally of elekid; requires a successful call for help., Unlike original Sun/Moon, the SOS chain counter stops at 255; bonuses remain instead of rolling over to the initial rates., Ally-selection proportions apply after a successful SOS call; they are not the chance of an ordinary encounter or a successful response., Published conditional ally-selection table: 77%. Calling and response chances are separate., Ordinary SOS becomes available after Ilima’s trial. USUM wild Pokémon summon only one ally per battle without an Adrenaline Orb; trial/Totem exceptions are separate.

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartLeer

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

Normal-10030
StartQuick Attack

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

Normal4010030
5Thunder Shock

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

Electric4010030
8Low Kick

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

Fighting-10020
12Swift

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

Normal60-20
15Shock Wave

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

Electric60-20
19Thunder Wave

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

Electric-9020
22Electro 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
26Light Screen

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

Psychic--30
29Thunder Punch

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

Electric7510015
33Discharge

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

Electric8010015
36Screech

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

Normal-8540
40Thunderbolt

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

Electric9010015
43Thunder

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

Electric1107010

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
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 depending on the Pokémon using it.

Normal6010015
TM16Light Screen

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

Psychic--30
TM17Protect

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. It lowers the power of Fire-type moves.

Water--5
TM21Frustration

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

Normal-10020
TM24Thunderbolt

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

Electric9010015
TM25Thunder

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

Electric1107010
TM27Return

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

Normal-10020
TM29Psychic

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

Psychic9010010
TM31Brick Break

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

Fighting7510015
TM32Double Team

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

Normal--15
TM42Facade

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

Normal7010020
TM44Rest

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

Psychic--10
TM45Attract

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

Normal-10015
TM46Thief

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

Dark6010025
TM48Round

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

Normal6010015
TM56Fling

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

Dark-10010
TM57Charge Beam

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

Electric509010
TM72Volt Switch

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

Electric7010020
TM73Thunder Wave

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

Electric-9020
TM87Swagger

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

Normal-8515
TM88Sleep Talk

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

Normal--10
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. This also damages the user a little.

Electric9010015
TM100Confide

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

Normal--20

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

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

Normal6010025
Dual Chop

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

Dragon409015
Electroweb

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

Electric559515
Fire Punch

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

Fire7510015
Focus Punch

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

Fighting15010020
Helping Hand

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

Normal--20
Ice Punch

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

Ice7510015
Low Kick

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

Fighting-10020
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
Shock Wave

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

Electric60-20
Signal Beam

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

Bug7510015
Snore

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

Normal5010015
Thunder Punch

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

Electric7510015
Uproar

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

Normal9010010

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

The user throws up a sturdy wall that sharply raises its Defense stat.

Psychic--20
Cross Chop

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

Fighting100805
Dynamic Punch

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

Fighting100505
Feint

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

Normal3010010
Fire Punch

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

Fire7510015
Focus Punch

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

Fighting15010020
Hammer Arm

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

Fighting1009010
Ice Punch

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

Ice7510015
Karate Chop

The target is attacked with a sharp chop. Critical hits land more easily.

Fighting5010025
Meditate

The user meditates to awaken the power deep within its body and raise its Attack stat.

Psychic--40
Rolling Kick

The user lashes out with a quick, spinning kick. This may also make the target flinch.

Fighting608515

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Body Slam

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

Normal8510015

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

Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

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

Counter

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

Fighting-10020

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

Curse

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

Ghost--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Detect

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

Fighting--5

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Double-Edge

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

Normal12010015

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

Endure

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

Normal--10

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

Endure

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

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

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Headbutt

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

Normal7010015

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

Headbutt

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

Normal7010015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Mega Kick

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

Normal120755

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

Mega Punch

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

Normal808520

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

Mimic

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

Normal--10

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

Mud-Slap

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

Ground2010010

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

Mud-Slap

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

Ground2010010

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

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

Power-Up Punch

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

Fighting4010020

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

Rock Smash

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

Fighting4010015

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

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

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

Seismic Toss

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

Fighting-10020

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

Zap Cannon

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

Electric120505

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

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.

Vital Spirit(Hidden Ability)

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

Prevents sleep.

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