Eelektrik
Black

They coil around foes and shock them with electricity-generating organs that seem simply to be circular patterns.

White

These Pokémon have a big appetite. When they spot their prey, they attack it and paralyze it with electricity.

Black 2/White 2

It wraps itself around its prey and paralyzes it with electricity from the round spots on its sides. Then it chomps.

Evolution Chain

tynamo
Tynamo
Level 39
eelektrik
Eelektrik
thunder-stone thunder stone
eelektross
Eelektross

Pokédex Data

Classification EleFish Pokémon
Height 1.2 m (3'11")
Weight 22.0 kg (48.5 lbs)
Abilities

Game Locations

  • Seaside Cave B1f

Training

EV Yield +2 attack
Catch Rate 60
Base Friendship 70
Growth Rate slow
Gender Ratio
Egg Groups Indeterminate

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Thunder Wave
90% 20 Paralyzes the target.
1 Spark
65 100% 20 Has a 30% chance to paralyze the target.
1 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
9 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
19 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
29 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
39 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
44 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
49 Acid Spray
40 100% 20 Lowers the target's Special Defense by two stages.
54 Coil
20 Raises the user's Attack, Defense, and accuracy by one stage each.
59 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
64 Gastro Acid
100% 10 Nullifies target's ability until it leaves battle.
69 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
74 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 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Thunder Wave
90% 20 Paralyzes the target.
1 Spark
65 100% 20 Has a 30% chance to paralyze the target.
1 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
9 Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
19 Acid
40 100% 30 Has a 10% chance to lower the target's Special Defense by one stage.
29 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
39 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
44 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
49 Acid Spray
40 100% 20 Lowers the target's Special Defense by two stages.
54 Coil
20 Raises the user's Attack, Defense, and accuracy by one stage each.
59 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
64 Gastro Acid
100% 10 Nullifies target's ability until it leaves battle.
69 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
74 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.
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.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
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.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
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
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
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.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
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.
Super Fang
90% 10 Inflicts damage equal to half the target's HP.

Base Stats

Hp 65
Attack 85
Defense 70
Sp. Atk 75
Sp. Def 70
Speed 40
Total 405

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x