Static: On contact, the attacker has a 30% chance to be paralyzed.
Soundproof: Immune to sound-based moves.
Innards Out: Damages the attacker landing the finishing hit by the amount equal to its last HP.
Hidden
Aftermath: When knocked out by a contact move, the attacker loses 1/4th max HP.
Unaware: During damage calculation, ignores foe's stat changes except SPEED.
Entry
They appear in great numbers at electric power plants.It can eject its internal organs, which it uses to engulf its prey or battle enemies
PokémonPoké.
101.370
ProfessorProf.
Oak
Entry
It can eject its internal organs, which it uses to engulf its prey or battle enemies. Because they feed on electricity, they cause massive and chaotic blackouts in nearby cities
PokémonPoké.
370.101
ProfessorProf.
Oak
x2
x2
x1
x1
x1/2
x1/2
x1/4
x1/4
#100
Voltorb
+
Pokémon TCG & gravestones
Lv.30
#101
Electrode
+
Game Freak & kattenkg
#370
Pyukumuku
+
Smogon
Classic Mode
Vermillion City (trade), Power Plant (static), Route 9, 10, Power Plant
Cinnabar Island (trade), Power Plant (static), Cerulean Cave, Power Plant, Evolve Voltorb (Lv30)
Treasure Beach (static)(Pokéradar)
Remix Mode
Vermillion City (trade), Power Plant (static), Route 11, Power Plant
Cinnabar Island (trade), Power Plant (static), Bond Bridge, Evolve Voltorb (Lv30)
Treasure Beach (static)(Pokéradar), Route 15, 19, Berry Forest, Bond Bridge, Boon Island, Chrono Island, Kindle Road, Knot Island, Safari Zone A2, Treasure Beach
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
1
Baton Pass
-
-
-
40
Switch out the user but any stat changes and persistent move effects remain.
1
Bide
1
-
-
10
Waits for two turns. On the second turn, the user inflicts twice the damage received as typeless damage. Has +1 move priority.
1
Charge
-
-
-
20
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
1
Eerie Impulse
-
100
-
15
Lowers the target's SP.ATK two stages.
1
Harden
-
-
-
30
Raises the user's DEF one stage.
1
Magnetic Flux
-
-
-
20
Raises the DEF and SP.DEF of all friendly Pokémon with plus or minus one stage.
1
Mud Sport
-
-
-
15
For five turns all Electric-type moves on the field inflict 0.5x damage.
1
Sonic Boom
1
90
-
20
Inflicts exactly 20 damage.
1
Tackle
40
100
-
35
Inflicts regular damage.
1
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
4
Sonic Boom
1
90
-
20
Inflicts exactly 20 damage.
5
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
6
Eerie Impulse
-
100
-
15
Lowers the target's SP.ATK two stages.
9
Spark
65
100
30
20
Can paralyze the target.
9
Taunt
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
11
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
13
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
13
Screech
-
85
-
40
Lowers the target's DEF two stages.
16
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
17
Counter
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
20
Swift
60
-
-
20
Doesn't miss.
21
Purify
-
-
-
20
Cures the target of its major status ailment and heals the user for 50% of its max HP.
22
Electro Ball
1
100
-
10
Hits harder the faster the user is to the target, to a maximum power of 150.
25
Curse
-
-
-
10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
26
Self-Destruct
200
100
-
5
User faints.
29
Gastro Acid
-
100
-
10
The target's ability is disabled as long as it remains on the field.
29
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
33
Pain Split
-
-
-
20
Averages the target's and user's remaining HP.
36
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
37
Recover
-
-
-
10
Heals the user for half its max HP.
41
Discharge
80
100
30
15
Can paralyze the target.
41
Soak
-
100
-
20
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
45
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
47
Explosion
250
100
-
5
User faints.
49
Memento
-
100
-
10
Lowers the target's ATK and SP.ATK two stages. User faints.
54
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
58
Mirror Coat
1
100
-
20
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM12
Taunt
-
100
-
20
Target is forced to only use damaging moves for the next 3–5 turns.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM19
Telekinesis
-
-
-
15
For three turns, all non-KO moves hit the target.
TM20
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM24
Thunderbolt
90
100
10
15
Can paralyze the target.
TM25
Thunder
110
70
30
10
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM33
Reflect
-
-
-
20
For five turns, physical attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM41
Torment
-
100
-
15
Prevents the target from using the same move twice in a row.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM60
Quash
-
100
-
15
Forces the target to act last this turn.
TM64
Explosion
250
100
-
5
User faints.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM72
Volt Switch
70
100
-
20
Inflicts regular damage, then the user immediately switches out.
TM73
Thunder Wave
-
90
-
20
Paralyzes the target.
TM74
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
TM77
Psych Up
-
-
-
10
Copies the target's stat changes.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM93
Wild Charge
90
100
-
15
User takes 1/4 the damage it inflicts in recoil.
TM103
Toxic Spikes
-
-
-
20
Entry hazard that poisons the opposing Pokémon that switches in. Stacks up to 3 times.
TM104
Recover
-
-
-
10
Heals the user for half its max HP.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM07
Teleport
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Scientist
Magnet Rise
-
-
-
10
For five turns, the user is immune to ground moves.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
Man
Signal Beam
75
100
10
15
Can confuse the target.
Burglar
Sucker Punch
70
100
-
5
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Man
Swift
60
-
-
20
Doesn't miss.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Electrify
-
-
-
20
If moving before the target, its chosen move this turn becomes Electric-type.
Expert Tutor
Mind Blown
150
100
-
5
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Expert Tutor
Zing Zap
80
100
30
10
Can make the target flinch.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Bestow
-
-
-
15
Transfers the user's held item to the target.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.