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#0604

Mega Eelektross

Mega Eelektross
Electric

Height 3.0 m·Weight 180.0 kg

Base stats

HP
85
Atk
145
Def
80
SpA
135
SpD
90
Spe
80
Total615

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

75 moves
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • Attacks 2-3 turns, then confuses the user

    Power 120Acc. 100PP 12
    Contact
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Cuts the target's remaining HP in half

    Power Acc. 90PP 12
    Contact
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • Lowers target's Speed by 2

    Power Acc. 100PP 12
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • !

    50% chance: Lowers target's Defense by 1

    Power 75Acc. 95PP 12
    ContactSlicing
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • 10% chance: burn

    Power 75Acc. 100PP 16
    ContactPunch
  • 10% chance: burn

    Power 90Acc. 100PP 16
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • 20% chance: flinch

    Power 80Acc. 100PP 16
    Contact
  • Sets rain for 5 turns

    Power Acc. PP 8
  • 30% chance: Lowers target's accuracy by 1

    Power 90Acc. 85PP 12
  • 20% chance: Lowers target's Defense by 1

    Power 85Acc. 100PP 12
    Contact
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • 10% chance: paralysis

    Power 75Acc. 100PP 16
    ContactPunch
  • 10% chance: paralysis

    Power 90Acc. 100PP 16
  • Inflicts paralysis

    Power Acc. 90PP 20
  • 30% chance: paralysis

    Power 110Acc. 70PP 12
  • Inflicts paralysis

    Power 120Acc. 50PP 8
    Ball & bomb
  • Raises own Sp. Def by 1

    Power Acc. PP 20
  • 10% chance: paralysis · 10% chance: flinch

    Power 65Acc. 95PP 16
    ContactBite
  • 30% chance: paralysis

    Power 80Acc. 100PP 16
  • 70% chance: Raises own Sp. Atk by 1

    Power 50Acc. 90PP 12
  • More power the faster the user is than the target (max 150)

    Power Acc. 100PP 12
    Ball & bomb
  • User switches out after attacking

    Power 70Acc. 100PP 20
  • Lowers target's Speed by 1

    Power 55Acc. 95PP 16
  • Recoil: 25% of damage dealt

    Power 90Acc. 100PP 16
    Contact
  • Lowers target's Sp. Atk by 2

    Power Acc. 100PP 16
  • 5 turns: grounded Pokémon can't sleep; Electric moves boosted

    Power Acc. PP 12
  • Power 70Acc. 100PP 20
  • User takes recoil if it misses

    Power 100Acc. 95PP 16
    ContactStomp
  • [Priority -3] Fails if the user takes damage before attacking

    Power 150Acc. 100PP 20
    ContactPunch
  • Lowers own Attack·Defense by 1

    Power 120Acc. 100PP 8
    Contact
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • Raises own Attack·Defense by 1

    Power Acc. PP 20
  • Lowers own Defense·Sp. Def by 1

    Power 120Acc. 100PP 8
    Contact
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
    ContactPunch
  • Uses the user's Defense to calculate damage

    Power 80Acc. 100PP 12
    Contact
  • 50% chance: poison

    Power 50Acc. 100PP 16
    ContactBite
  • Nullifies the target's ability

    Power Acc. 100PP 12
  • Coil

    Raises own Attack·Defense·accuracy by 1

    Power Acc. PP 20
  • Lowers target's Sp. Def by 2

    Power 40Acc. 100PP 20
    Ball & bomb
  • Lowers target's Speed by 1

    Power 60Acc. 100PP 20
  • Double power if the user's last move failed

    Power 75Acc. 100PP 12
    Contact
  • 30% chance: paralysis

    Power 85Acc. 85PP 8
    ContactAirborne
  • Double power if the user holds no item

    Power 55Acc. 100PP 16
    Contact
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • 20% chance: flinch

    Power 80Acc. 90PP 16
    Contact
  • Destroys Reflect and Light Screen

    Power 85Acc. 100PP 12
    ContactBite
  • User switches out after attacking

    Power 70Acc. 100PP 20
    Contact
  • Lowers target's Attack by 1

    Power 80Acc. 100PP 16
    Contact
  • 30% chance: flinch

    Power 75Acc. 90PP 12
  • Lowers target's Speed by 1

    Power 60Acc. 95PP 16
  • Inflicts confusion

    Power Acc. 100PP 12
  • Hex

    Double power vs targets with a status condition

    Power 65Acc. 100PP 12
  • Attacks 2-3 turns, then confuses the user

    Power 120Acc. 100PP 12
    Contact
  • !
    Power 80Acc. 100PP 16
    ContactSlicing
  • Power 85Acc. 100PP 12
    Pulse
  • [Priority -6] Forces the target to switch out

    Power 60Acc. 90PP 12
    Contact
  • 20% chance: Lowers target's Defense by 1

    Power 80Acc. 100PP 16
    ContactBite
  • Removes the target's item; 1.5× power if it holds one

    Power 65Acc. 100PP 20
    Contact
  • The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns.

    Power 80Acc. 100PP 16
    Contact
  • 30% chance: Lowers target's Defense by 1

    Power 100Acc. 75PP 16
    Contact
  • 10% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 12
  • More power the heavier the user is than the target (max 120)

    Power Acc. 100PP 12
    ContactStomp