Eelektross
No entry available for this game era.

Evolution Chain

tynamo
Tynamo
Level 39
eelektrik
Eelektrik
eelektross
Eelektross

Pokédex & Training Data

Classification EleFish Pokémon
Height 2.1 m (6'11")
Weight 80.5 kg (177.5 lbs)
Abilities
EV Yield +3 attack
Catch Rate 30
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Unova (B/W) #110
Unova (B2/W2) #179
Paldea (S/V) #343
National #604
Kitakami #177
Blueberry #136

Game Locations

Poni Grove Area

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
1 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
1 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
1 Crush Claw
75 95% 10 Has a 50% chance to lower the target’s Defense by one stage.
1 Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
1 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
1 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
1 Ion Deluge
— — 25 Changes all normal moves to electric moves for the rest of the turn.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
1 Thrash
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
1 Acid
40 100% 30 Has a 10% chance to lower the target’s Special Defense by one stage.
1 Zap Cannon
120 50% 5 Has a 100% chance to paralyze the target.
1 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
1 Crush Claw
75 95% 10 Has a 50% chance to lower the target’s Defense by one stage.
1 Gastro Acid
— 100% 10 Nullifies target’s ability until it leaves battle.
1 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
1 Coil
— — 20 Raises the user’s Attack, Defense, and accuracy by one stage each.
1 Ion Deluge
— — 25 Changes all normal moves to electric moves for the rest of the turn.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM02 Dragon Claw
80 100% 15 Inflicts regular damage with no additional effect.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed 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.
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.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
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.
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.
Outrage
120 100% 10 Hits every turn for 2-3 turns, then confuses the user.
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.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 85
Attack 115
Defense 80
Sp. Atk 105
Sp. Def 80
Speed 50
Total 515

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x