Electabuzz
Sun

Half of all sudden blackouts are caused by Electabuzz gathering at electric power plants and gobbling up electricity.

Moon

Electricity leaks from it in amounts far greater than the amount of electricity it eats.

Ultra Sun

Electricity permeates its body. It swings its arms round and round to charge up electricity before unleashing a punch.

Ultra Moon

While it’s often blamed for power outages, the truth is the cause of outages is more often an error on the part of the electric company.

Lets Go Pikachu/Lets Go Eevee

If a major power outage occurs, it is certain that this Pokémon has eaten electricity at a power plant.

Evolution Chain

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

Pokédex Data

Classification Electric Pokémon
Height 1.1 m (3'07")
Weight 30.0 kg (66.1 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 12 Area
  • Blush Mountain Area
  • Mount Hokulani West

Training

EV Yield +2 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
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.
36 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
42 Screech
85% 40 Lowers the target's Defense by two stages.
49 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
55 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
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.
36 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
42 Screech
85% 40 Lowers the target's Defense by two stages.
49 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
55 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
6 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
11 Thunder Wave
90% 20 Paralyzes the target.
17 Swift
60 20 Never misses.
22 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
28 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
33 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
39 Screech
85% 40 Lowers the target's Defense by two stages.
44 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
50 Thunder
110 70% 10 Has a 30% chance to paralyze the target.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
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.
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.
TM47 Low Sweep
65 100% 20 Lowers the target's Speed by one stage.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM03 Helping Hand
20 Ally's next move inflicts half more damage.
TM04 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM16 Thunder Wave
90% 20 Paralyzes the target.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM31 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
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.
Shock Wave
60 20 Never misses.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 65
Attack 83
Defense 57
Sp. Atk 95
Sp. Def 85
Speed 105
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x