Electabuzz
Red/Blue

Normally found near power plants, they can wander away and cause major blackouts in cities.

Yellow

If a major power outage occurs, it is certain that this POKéMON has eaten electricity at a power plant.

Evolution Chain

elekid
Elekid
Level 30
electabuzz
Electabuzz

Pokédex Data

Classification Electric Pokémon
Height 1.1 m (3'07")
Weight 30.0 kg (66.1 lbs)
Abilities N/A in Gen I

Held Items

None in this generation.

Game Locations

  • Power Plant Area

Training

EV Yield +2 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
34 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
37 Screech
85% 40 Lowers the target's Defense by two stages.
42 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
49 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
54 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
34 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
37 Screech
85% 40 Lowers the target's Defense by two stages.
42 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
49 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
54 Thunder
110 70% 10 Has a 30% chance to paralyze the target.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Flash
100% 20 Lowers the target's accuracy by one stage.
TM01 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM05 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
TM18 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
TM19 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM35 Metronome
10 Randomly selects and uses any move in the game.
TM39 Swift
60 20 Never misses.
TM40 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Thunder Wave
90% 20 Paralyzes the target.
TM46 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 65
Attack 83
Defense 57
Sp. Atk 95
Sp. Def 85
Speed 105
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x