Blitzle
Black

Its mane shines when it discharges electricity. They use their flashing manes to communicate with one another.

White

When thunderclouds cover the sky, it will appear. It can catch lightning with its mane and store the electricity.

Black 2/White 2

Its mane shines when it discharges electricity. They use the frequency and rhythm of these flashes to communicate.

Evolution Chain

blitzle
Blitzle
Level 27
zebstrika
Zebstrika

Pokédex & Training Data

Classification Electrified Pokémon
Height 0.8 m (2'07")
Weight 29.8 kg (65.7 lbs)
Abilities
EV Yield +1 speed
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #028
Unova (B2/W2) #147
National #522
Blueberry #023

Held Items

Game Locations

Unova Route 3 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
4 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
8 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
11 Shock Wave
60 — 20 Never misses.
15 Thunder Wave
— 90% 20 Paralyzes the target.
18 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
22 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
25 Spark
65 100% 20 Has a 30% chance to paralyze the target.
29 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
32 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Agility
— — 30 Raises the user’s Speed by two stages.
39 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
43 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
4 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
8 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
11 Shock Wave
60 — 20 Never misses.
15 Thunder Wave
— 90% 20 Paralyzes the target.
18 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
22 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
25 Spark
65 100% 20 Has a 30% chance to paralyze the target.
29 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
32 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Agility
— — 30 Raises the user’s Speed by two stages.
39 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
43 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.

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.
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.
TM43 Flame Charge
50 100% 20 Inflicts regular damage. Raises the user’s Speed by one stage.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
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.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
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.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Double Kick
30 100% 30 Hits twice in one turn.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
Screech
— 85% 40 Lowers the target’s Defense by two stages.
Shock Wave
60 — 20 Never misses.
Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.

Base Stats

Hp 45
Attack 60
Defense 32
Sp. Atk 50
Sp. Def 32
Speed 76
Total 295

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x