Joltik
Black

Joltik that live in cities have learned a technique for sucking electricity from the outlets in houses.

White

They attach themselves to large-bodied Pokémon and absorb static electricity, which they store in an electric pouch.

Black 2/White 2

Since it can’t generate its own electricity, it sticks onto large-bodied Pokémon and absorbs static electricity.

Evolution Chain

joltik
Joltik
Level 36
galvantula
Galvantula

Pokédex Data

Classification Attaching Pokémon
Height 0.1 m (0'04")
Weight 0.6 kg (1.3 lbs)
Abilities

Game Locations

  • Chargestone Cave 1f
  • Chargestone Cave B1f
  • Chargestone Cave B2f

Training

EV Yield +1 speed
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Bug

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 String Shot
95% 40 Lowers the target's Speed by two stages.
1 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
1 Spider Web
10 Prevents the target from leaving battle.
4 Thunder Wave
90% 20 Paralyzes the target.
7 Screech
85% 40 Lowers the target's Defense by two stages.
12 Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
15 Electroweb
55 95% 15 Lowers the target's Speed by one stage.
18 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
23 Gastro Acid
100% 10 Nullifies target's ability until it leaves battle.
26 Slash
70 100% 20 Has an increased chance for a critical hit.
29 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
34 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
37 Agility
30 Raises the user's Speed by two stages.
40 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
45 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
48 Bug Buzz
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 String Shot
95% 40 Lowers the target's Speed by two stages.
1 Leech Life
80 100% 10 Drains half the damage inflicted to heal the user.
1 Spider Web
10 Prevents the target from leaving battle.
4 Thunder Wave
90% 20 Paralyzes the target.
7 Screech
85% 40 Lowers the target's Defense by two stages.
12 Fury Cutter
40 95% 20 Power doubles every turn this move is used in succession after the first, maxing out after five turns.
15 Electroweb
55 95% 15 Lowers the target's Speed by one stage.
18 Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
23 Gastro Acid
100% 10 Nullifies target's ability until it leaves battle.
26 Slash
70 100% 20 Has an increased chance for a critical hit.
29 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
34 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
37 Agility
30 Raises the user's Speed by two stages.
40 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
45 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
48 Bug Buzz
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional 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.
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.
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.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM76 Struggle Bug
50 100% 20 Has a 100% chance to lower the target's Special Attack by one stage.
TM81 X Scissor
80 100% 15 Inflicts regular damage with no additional effect.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison 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.
Bug Bite
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
Electroweb
55 95% 15 Lowers the target's Speed by one stage.
Gastro Acid
100% 10 Nullifies target's ability until it leaves battle.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
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
Cross Poison
70 100% 20 Has an increased chance for a critical hit and a 10% chance to poison the target.
Disable
100% 20 Disables the target's last used move for 1-8 turns.
Feint Attack
60 20 Never misses.
Pin Missile
25 95% 20 Hits 2-5 times in one turn.
Poison Sting
15 100% 35 Has a 30% chance to poison the target.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Rock Climb
90 85% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 50
Attack 47
Defense 50
Sp. Atk 57
Sp. Def 50
Speed 65
Total 319

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.5x
0.5x
2x
0.5x