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Name Type Cat. PP Att. Acc. Effect
10,000,000 Volt Thunderbolt 10,000,000 Volt Thunderbolt - ELECTRIC 1 195 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Aura Wheel Aura Wheel - ELECTRIC 10 110 100 Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form.
Bolt Beak Bolt Beak - ELECTRIC 10 85 100 The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target.
Bolt Strike Bolt Strike - ELECTRIC 5 130 85 The user surrounds itself with a great amount of electricity and charges the target. This may also leave the target with paralysis.
Buzzy Buzz Buzzy Buzz - ELECTRIC 20 60 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Catastropika Catastropika - ELECTRIC 1 210 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Charge Charge - ELECTRIC 20 -- 101 The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.
Charge Beam Charge Beam - ELECTRIC 10 50 90 The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.
Discharge Discharge - ELECTRIC 15 80 100 The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.
Double Shock Double Shock - ELECTRIC 5 120 100 The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.
Eerie Impulse Eerie Impulse - ELECTRIC 15 -- 100 The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
Electric Terrain Electric Terrain - ELECTRIC 10 -- 101 The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.
Electrify Electrify - ELECTRIC 20 -- 101 If the target is electrified before it uses a move, the target's move becomes Electric type for that turn.
Electro Ball Electro Ball - ELECTRIC 10 -- 100 The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
Electro Drift Electro Drift - ELECTRIC 5 100 100 The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit.
Electro Shot Electro Shot - ELECTRIC 10 130 100 The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain.
Electroweb Electroweb - ELECTRIC 15 55 95 The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.
Fusion Bolt Fusion Bolt - ELECTRIC 5 100 100 The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame.
Gigavolt Havoc Gigavolt Havoc - ELECTRIC 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Gigavolt Havoc Gigavolt Havoc - ELECTRIC 1 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Ion Deluge Ion Deluge - ELECTRIC 25 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Magnet Rise Magnet Rise - ELECTRIC 10 -- 101 The user levitates using electrically generated magnetism for five turns.
Magnetic Flux Magnetic Flux - ELECTRIC 20 -- 101 The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability.
Max Lightning Max Lightning - ELECTRIC 10 10 101 This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.
Nuzzle Nuzzle - ELECTRIC 20 20 100 The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
Overdrive Overdrive - ELECTRIC 10 80 100 The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.
Parabolic Charge Parabolic Charge - ELECTRIC 20 65 100 The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.
Pika Papow Pika Papow - ELECTRIC 20 -- 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Plasma Fists Plasma Fists - ELECTRIC 15 100 100 The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
Rising Voltage Rising Voltage - ELECTRIC 20 70 100 The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.
Shock Wave Shock Wave - ELECTRIC 20 60 101 The user strikes the target with a quick jolt of electricity. This attack never misses.
Spark Spark - ELECTRIC 20 65 100 The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis.
Stoked Sparksurfer Stoked Sparksurfer - ELECTRIC 1 175 101 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
Supercell Slam Supercell Slam - ELECTRIC 15 100 95 The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Thunder Thunder - ELECTRIC 10 110 70 A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
Thunder Cage Thunder Cage - ELECTRIC 15 80 90 The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns.
Thunder Fang Thunder Fang - ELECTRIC 15 65 95 The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
Thunder Punch Thunder Punch - ELECTRIC 15 75 100 The target is attacked with an electrified punch. This may also leave the target with paralysis.
Thunder Shock Thunder Shock - ELECTRIC 30 40 100 The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.
Thunder Wave Thunder Wave - ELECTRIC 20 -- 90 The user launches a weak jolt of electricity that paralyzes the target.
Thunderbolt Thunderbolt - ELECTRIC 15 90 100 The user attacks the target with a strong electric blast. This may also leave the target with paralysis.
Thunderclap Thunderclap - ELECTRIC 5 70 100 This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
Volt Switch Volt Switch - ELECTRIC 20 70 100 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Volt Tackle Volt Tackle - ELECTRIC 15 120 100 The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis.
Wild Charge Wild Charge - ELECTRIC 15 90 100 The user shrouds itself in electricity and smashes into the target. This also damages the user a little.
Wildbolt Storm Wildbolt Storm - ELECTRIC 10 100 80 The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis.
Zap Cannon Zap Cannon - ELECTRIC 5 120 50 The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis.
Zing Zap Zing Zap - ELECTRIC 10 80 100 The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch.
Zippy Zap Zippy Zap - ELECTRIC 10 80 100 This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.