#523 Zebstrika
General Location Attacks Stats Egg Moves SpinOff Dex
Gen IX Dex Gen VII Dex Gen VI Dex Gen V Dex

Images
Normal Sprite Shiny Sprite
Name Other Names No. Gender Ratio Type
Zebstrika
Japan: Zeburaika
ゼブライカ
French: Zéblitz
German: Zebritz
Korean: 제브라이카
National: #523
BW Unova: #29
B2W2 Unova: #148
Male :50%
Female :50%
Abilities: Lightningrod - Motor Drive - Sap Sipper (Hidden Ability)
Lightningrod: Electric-type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's SP ATK is raised one stage
Motor Drive: The Pokémon takes no damage from Electric-type attacks and Speed raises by one level.
Hidden Ability (Available):
Sap Sipper: Attack is raised by one stage when the Pokémon is hit by a Grass-type move. User receives no damage from Grass-type attacks.
Classification Height Weight Capture Rate Base Egg Steps
Thunderbolt Pokémon 5’03”
1.6m
175.3lbs
79.5kg
75 5,120
Experience Growth Base Happiness Effort Values Earned Flee Flag
1,000,000 Points
Medium Fast
70 2 Speed Point(s)
157
Damage Taken
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5
Wild Hold Item Egg Groups

Cheri Berry
- 50%
Field
Evolutionary Chain
Locations - In-Depth Details
Black Route 7Details
White Route 7Details
Black 2 Route 3, 7
Hidden Grotto - Route 3
Details
White 2 Route 3, 7
Hidden Grotto - Route 3
Details
Trainer Locations  Details

Flavor Text
Black They have lightning-like movements. When Zebstrika run at full speed, the sound of thunder reverberates.
White This ill-tempered Pokémon is dangerous because when it's angry, it shoots lightning from its mane in all directions.
Black 2 When this ill-tempered Pokémon runs wild, it shoots lightning from its mane in all directions.
White 2

Black/White/Black 2/White 2 Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Quick Attack 40 100 30 --
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
Tail Whip -- 100 30 --
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
4 Tail Whip -- 100 30 --
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
8 Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
11 Shock Wave 60 -- 20 --
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
15 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
18 Flame Charge 50 100 20 --
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat.
22 Pursuit 40 100 20 --
An attack move that inflicts double damage if used on a target that is switching out of battle.
25 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
31 Stomp 65 100 20 --
The target is stomped with a big foot. It may also make the target flinch.
36 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
42 Agility -- -- 30 --
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
47 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
53 Thrash 120 100 10 --
The user rampages and attacks for two to three turns. It then becomes confused, however.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power ?? 100 15 --
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 95 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 120 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM43 Flame Charge 50 100 20 --
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract -- 100 15 --
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM50 Overheat 140 90 5 --
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat.
TM57 Charge Beam 50 90 10 --
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
TM94 Rock Smash 40 100 15 --
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Me First ?? -- 20 -- Details
The user tries to cut ahead of the target to steal and use the target's intended move with greater power.
Take Down 90 85 20 -- Details
A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
Sand-attack -- 100 15 -- Details
Sand is hurled in the target's face, reducing its accuracy.
Double Kick 30 100 30 -- Details
The target is quickly kicked twice in succession using both feet.
Screech -- 85 40 -- Details
An earsplitting screech harshly reduces the target's Defense stat.
Rage 20 100 20 -- Details
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
Endure -- -- 10 -- Details
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Double-edge 120 100 15 -- Details
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Shock Wave 60 -- 20 -- Details
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Black 2/White 2 Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Bounce8585530
The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.
Magnet Rise----10--
The user levitates using electrically generated magnetism for five turns.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Sleep Talk----10--
While it is asleep, the user randomly uses one of the moves it knows.
Snore4010015--
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats 75 100 63 80 63 116
Max Stats
Hindering Nature
Lv. 50 135 - 182 94 - 136 61 - 103 76 - 118 61 - 103 108 - 151
Lv. 100 260 - 354 184 - 269 117 - 202 148 - 233 117 - 202 213 - 297
Max Stats
Neutral Nature
Lv. 50 135 - 182 105 - 152 68 - 115 85 - 132 68 - 115 121 - 168
Lv. 100 260 - 354 205 - 299 131 - 225 165 - 259 131 - 225 237 - 331
Max Stats
Beneficial Nature
Lv. 50 135 - 182 115 - 167 74 - 126 93 - 145 74 - 126 133 - 184
Lv. 100 260 - 354 225 - 328 144 - 247 181 - 284 144 - 247 260 - 364

<--- #522
Blitzle
#524
Roggenrola
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