Elekid
Black/White

A weak electric current flows between its horns. Sticking a hand there shocks the unwary.

Black 2/White 2

Spinning its arms around to generate electricity makes the area between its horns shine light blue.

Evolution Chain

elekid
Elekid
Level 30
electabuzz
Electabuzz
🔄
Trade
holding electirizer
electivire
Electivire

Pokédex Data

Classification Electric Pokémon
Height 0.6 m (1'12")
Weight 23.5 kg (51.8 lbs)
Abilities

Held Items

None in this generation.

Game Locations

  • Virbank Complex Inner
  • Virbank Complex Outer

Training

EV Yield +1 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Black/White
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.
6 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
16 Swift
60 20 Never misses.
21 Shock Wave
60 20 Never misses.
26 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
31 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
36 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
41 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
46 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
51 Screech
85% 40 Lowers the target's Defense by two stages.
56 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
Black 2/White 2
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.
5 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
8 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
12 Swift
60 20 Never misses.
15 Shock Wave
60 20 Never misses.
19 Thunder Wave
90% 20 Paralyzes the target.
22 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
26 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
29 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
33 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Screech
85% 40 Lowers the target's Defense by two stages.
40 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
43 Thunder
110 70% 10 Has a 30% chance to paralyze the target.

TM/HM Moves

Black/WhiteBlack 2/White 2
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.
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.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target's item.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
90% 20 Paralyzes the target.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target's item.
Dual Chop
40 90% 15 Hits twice in one turn.
Electroweb
55 95% 15 Lowers the target's Speed by one stage.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magnet Rise
10 User is immune to Ground moves and effects for five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Barrier
20 Raises the user's Defense by two stages.
Cross Chop
100 80% 5 Has an increased chance for a critical hit.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Feint
30 100% 10 Hits through Protect and Detect.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Hammer Arm
100 90% 10 Lowers user's Speed by one stage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Karate Chop
50 100% 25 Has an increased chance for a critical hit.
Meditate
40 Raises the user's Attack by one stage.
Rolling Kick
60 85% 15 Has a 30% chance to make the target flinch.

Base Stats

Hp 45
Attack 63
Defense 37
Sp. Atk 65
Sp. Def 55
Speed 95
Total 360

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x