= = = = = = = = =
= = = = = = = = =
  = = =  

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 raises its Speed 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. If the user attacks before the target, the power of this move is doubled.
Bolt Strike Bolt Strike - ELECTRIC 5 130 85 The user surrounds itself with a great amount of electricity and charges its 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 boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat.
Charge Beam Charge Beam - ELECTRIC 10 50 90 The user attacks the target with an electric charge. The user may use any remaining electricity to raise its 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 cause paralysis.
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 electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.
Electrify Electrify - ELECTRIC 20 -- 101 If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
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.
Electroweb Electroweb - ELECTRIC 15 55 95 The user attacks and captures opposing Pokémon using an electric net. This 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 increased when influenced by an enormous flame.
G-Max Stun Shock G-Max Stun Shock - ELECTRIC 10 -- 101 An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
G-Max Volt Crash G-Max Volt Crash - ELECTRIC 10 -- 101 An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
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 raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Max Lightning Max Lightning - ELECTRIC 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.
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 throws an electrically charged tackle at the target. 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.
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 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 punched with an electrified fist. This may also leave the target with paralysis.
Thunder Shock Thunder Shock - ELECTRIC 30 40 100 A jolt of electricity crashes down on the target to inflict damage. 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 A strong electric blast crashes down on the target. This may also leave the target with paralysis.
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. This also damages the user quite a lot. This attack may leave the target with paralysis.
Wild Charge Wild Charge - ELECTRIC 15 90 100 The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
Zap Cannon Zap Cannon - ELECTRIC 5 120 50 The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Zing Zap Zing Zap - ELECTRIC 10 80 100 A strong electric blast crashes down on the target, giving it an 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.