Electrike artwork
#309

Electrike

Electric
All data Standard/Form Gen 3

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Electrike reads as a special attacker from its current stats.

Speed readSlow

Usually wants Trick Room, protection, or bulky support.

Watch outGround

These attack types are the first danger check before adding it to a team.

Battle Stats

HP40Atk45Def40Sp.Atk65Sp.Def40Speed65total295
HP 40
Atk 45
Def 40
Sp.Atk 65
Sp.Def 40
Speed 65
Type Check

What scares Electrike?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
Ground
Resists
ElectricFlyingSteel
Immune to
None

Abilities / Passives

Stat swing

Static

Detailed passive wording is still being verified.

This passive changes stats, so one turn can suddenly become stronger or safer.
Passive effect

Lightning Rod

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Minus

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

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

Rain Dance
Status · Water Pow - · Acc - · PP 8

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

Double-Edge
Physical · Normal PP 16

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

Flamethrower
Special · Fire PP 16

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

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Volt Switch
Special · Electric PP 20

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

Quick Attack
Physical · Normal PP 20

The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.

Light Screen
Status · Psychic Pow - · Acc - · PP 20

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

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Bite
Damage

Used to take knockouts or put enemies into finishing range.

Body Slam
Damage

Used to take knockouts or put enemies into finishing range.

Captivate
Damage

Used to take knockouts or put enemies into finishing range.

Charge
Damage

Used to take knockouts or put enemies into finishing range.

Charge Beam
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Crunch
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (65 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources