
Diamond/PearlPlatinum
It is known to drift on winds if it is bloated to bursting with stored electricity.
Heartgold
It is dangerous. If it has too much electricity and has nothing to do, it amuses itself by exploding.
Soulsilver
It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode.
Pokédex Data
Classification
Ball Pokémon
Height
1.2 m (3'11")
Weight
66.6 kg (146.8 lbs)
Abilities
Game Locations
- Cerulean Cave 1f
- Cerulean Cave 2f
- Cerulean Cave B1f
- Team Rocket Hq Area
Training
EV Yield
+2 speed
Catch Rate
60
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Learned Moves
Level Up Moves
Diamond/Pearl
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
1 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
1 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
12 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
15 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
22 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
29 | Self Destruct | 200 | 100% | 5 | User faints. | |
35 | Swift | 60 | — | 20 | Never misses. | |
40 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
46 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
51 | Explosion | 250 | 100% | 5 | User faints. | |
57 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
Platinum
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
1 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
1 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
12 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
15 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
22 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
29 | Self Destruct | 200 | 100% | 5 | User faints. | |
35 | Swift | 60 | — | 20 | Never misses. | |
40 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
46 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
51 | Explosion | 250 | 100% | 5 | User faints. | |
57 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
HeartGold/SoulSilver
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
1 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
1 | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
12 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
15 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
19 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |
22 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
26 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
29 | Self Destruct | 200 | 100% | 5 | User faints. | |
35 | Swift | 60 | — | 20 | Never misses. | |
40 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
46 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
51 | Explosion | 250 | 100% | 5 | User faints. | |
57 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
TM/HM Moves
Diamond/PearlPlatinumHeartGold/SoulSilver
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |
TM12 Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |
TM15 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM16 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
TM17 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM18 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
TM21 Frustration | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |
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. | |
TM27 Return | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |
TM32 Double Team | — | — | 15 | Raises the user's evasion by one stage. | |
TM34 Shock Wave | 60 | — | 20 | Never misses. | |
TM41 Torment | — | 100% | 15 | Prevents the target from using the same move twice in a row. | |
TM42 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM43 Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |
TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM46 Thief | 60 | 100% | 25 | Takes the target's item. | |
TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |
TM58 Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
TM64 Explosion | 250 | 100% | 5 | User faints. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM70 Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
TM74 Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
TM82 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
TM83 Natural Gift | — | 100% | 15 | Power and type depend on the held berry. | |
TM87 Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |
TM90 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. |
Tutor Moves
Platinum
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
Swift | 60 | — | 20 | Never misses. |
HeartGold/SoulSilver
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Sucker Punch | 70 | 100% | 5 | Only works if the target is about to use a damaging move. | |
Swift | 60 | — | 20 | Never misses. |
Base Stats
Hp
60
Attack
50
Defense
70
Sp. Atk
80
Sp. Def
80
Speed
150
Total
490
Type Defenses
(vs. Gen 6+ rules)