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Electric-Type Moves, such as Charge Beam, Nuzzle, and Thunderbolt, appear in Pokemon Champions. See the list of Electric-Type moves, their power, cooldown, and effects here!
List of Contents
| Move | Category | Power | Acc | PP | Details |
|---|---|---|---|---|---|
| Aura Wheel | Physical | 110 | 100 | 12 | Increases the user's Speed by one stage. If the user is in Hangry Mode, the attack type becomes Dark instead. |
| Charge | Status | - | 100 | 20 | Increases the damage of the user's next Electric type Attack by 100%. Also increases the user's Special Defense by one stage. |
| Charge Beam | Special | 50 | 90 | 12 | Has a 70% chance to increase the user's Special Attack by one stage. |
| Discharge | Special | 80 | 100 | 16 | Hits all Pokemon on the field and has a 30% chance to paralyze. |
| Eerie Impulse | Status | - | 100 | 16 | Lowers the opponent's Special Attack by two stages. |
| Electric Terrain | Status | - | - | 12 | Prevents Pokemon on the ground from sleeping and boosts the effectiveness of Electric-type moves on grounded Pokemon by 30%. Lasts for 5 turns. |
| Electrify | Status | - | - | 20 | The target's moves become Electric-type for the turn. |
| Electro Ball | Special | - | 100 | 12 | Increases damage based on the difference of Speed between the user and the target. The move's base power increases if the opponent's speed is lower than the user's speed. |
| Electroweb | Special | 55 | 95 | 16 | Lowers the opponent's Speed by one stage. |
| Magnet Rise | Status | - | - | 12 | Gives the user Ground type immunity for five turns. |
| Magnetic Flux | Status | - | - | 20 | Increases the Defense and Special Defense of an ally with the Plus or Minus ability by one stage. |
| Nuzzle | Physical | 20 | 100 | 20 | Paralyzes the opponent. |
| Parabolic Charge | Special | 65 | 100 | 20 | The user recovers half the damage inflicted as HP. |
| Rising Voltage | Special | 70 | 100 | 20 | Doubles the damage when on Electric Terrain. |
| Supercell Slam | Physical | 100 | 95 | 16 | Deals damage, but if the move misses the user will take damage instead. |
| Thunder | Special | 110 | 70 | 12 | This move damages Pokemon using Fly, Bounce, or Sky Drop and has a 30% chance to paralyze the opponent. This move has increased accuracy during Rain, but has decreased accuracy during Harsh Sunlight. |
| Thunder Fang | Physical | 65 | 95 | 16 | Has a 10% chance to paralyze the opponent or cause them to flinch. |
| Thunder Punch | Physical | 75 | 100 | 16 | Has a 10% chance to paralyze the opponent. |
| Thunder Wave | Status | - | 90 | 20 | Paralyzes the opponent. |
| Thunderbolt | Special | 90 | 100 | 16 | Has a 10% chance to paralyze the opponent. |
| Volt Switch | Special | 70 | 100 | 20 | The user switches out with another Pokemon in the party. |
| Volt Tackle | Physical | 120 | 100 | 16 | The user also takes recoil damage equal to 1/3 of the damage inflicted, has a 10% chance to paralyze the opponent. |
| Wild Charge | Physical | 90 | 100 | 16 | The user also takes recoil damage equal to 25% of the damage inflicted. |
| Zap Cannon | Special | 120 | 50 | 8 | Paralyzes the opponent. |
| ⦿ Super Effective (x2) | |
|---|---|
| △ Not Very Effective (x0.5) | |
| × No Effect (x0) |
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| Contact Moves | Recoil Moves | Priority Moves |
| Punching Moves | Multi-Target Moves | Sound Moves |
| Slicing Moves | Biting Moves | Ball and Bomb Moves |
| Aura and Pulse Moves | Moves With Secondary Effects | - |
List of Electric-Type Moves



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