#309 Electrike

Electrike

Electric

Damage Taken » rapporto tra tipo di Pokémon e tipi di mosse

Abilities » il Pokémon può normalmente possedere una delle seguenti abilità

Static

Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being paralyzed.

Pokémon that are immune to Electric-type moves can still be paralyzed by this ability.

Overworld: If the lead Pokémon has this ability, there is a 50% chance that encounters will be with an Electric Pokémon, if applicable.

Lightning Rod

All other Pokémon's single-target Electric-type moves are redirected to this Pokémon if it is an eligible target. Other Pokémon's Electric moves raise this Pokémon's Special Attack one stage, negating any other effect on it, and cannot miss it.

If the move's intended target also has this ability, the move is not redirected. When multiple Pokémon with this ability are possible targets for redirection, the move is redirected to the one with the highest Speed stat, or, in the case of a tie, to a random tied Pokémon. Follow Me takes precedence over this ability.

If the Pokémon is a Ground-type and thus immune to Electric moves, its immunity prevents the Special Attack boost.

Abilities nascosta » ottenibile in diversi modi

Minus

This Pokémon has 1.5× its Special Attack if any friendly Pokémon has Plus or Minus.

This bonus does not count as a stat modifier. If either ability is disabled by Gastro Acid, both lose their effect.

Work in progress ... Essentials
Species Lightning Pokémon National Pokédex 309 Introduced in 3
Shape Footprint Electrike Color Green
Height 0.6 m Weight 15.2 kg

Breeding & Training
Egg groups Field Hatch counter 20 Capture rate 120
Base EXP 59 Growth rate 1.250.000 Base happiness 70
Gender
50%
50%

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Electrike: linea evolutiva

Baby Base Fase 1 Fase 2
Electrike ManectricLevel up, starting at level 26

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Electrike: dove catturarlo

Y
Walking in tall grass or a cave
  • Route 10
Walking in yellow flowers
  • Route 10
Platinum
Walking in tall grass or a cave
  • Valley Windworks
Diamond
Walking in tall grass or a cave
  • Valley Windworks
Pearl
Walking in tall grass or a cave
  • Valley Windworks
Emerald
Walking in tall grass or a cave
  • Route 110
  • Route 118
Ruby
Walking in tall grass or a cave
  • Route 110
  • Route 118
Sapphire
Walking in tall grass or a cave
  • Route 110
  • Route 118

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Electrike: comments


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Electrike: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
Omega Ruby
Electrike accumula l’elettricità nella sua folta pelliccia. Stimola i muscoli degli arti inferiori con cariche elettriche, grazie alle quali ottiene prestazioni e accelerazioni esplosive.
Alpha Sapphire
Electrike corre più velocemente di quanto l’occhio umano possa percepire. L’attrito dovuto alla corsa viene trasformato in elettricità, accumulata poi nella pelliccia del Pokémon.
Y
Accumula elettricità statica nella pelliccia, che poi scarica. Se si avvicina una tempesta, lo si vede scintillare.
X
L’elettricità immagazzinata nella pelliccia gli stimola i muscoli e aumenta la sua velocità di reazione.
Black 2, White 2
L'elettricità immagazzinata nella pelliccia gli stimola i muscoli e aumenta la sua velocità di reazione.
Black, White
L'elettricità immagazzinata nella pelliccia gli stimola i muscoli e aumenta la sua velocità di reazione.
HeartGold, SoulSilver
Accumula elettricità nella pelliccia. Nella stagione secca, il suo corpo sprizza scintille.
Platinum
L’elettricità immagazzinata nella pelliccia gli stimola i muscoli e aumenta la sua velocità di reazione.
Diamond, Pearl
L’elettricità immagazzinata nella pelliccia gli stimola i muscoli e aumenta la sua velocità di reazione.
FireRed, LeafGreen
Accumula elettricità statica nella pelliccia, che poi scarica. Se si avvicina una tempesta, lo si vede scintillare.
Emerald
ELECTRIKE genera elettricità grazie all’ attrito con l’atmosfera circostante. Nella stagione secca, lo si vede scintillare a causa delle violente scariche elettriche.
Ruby
ELECTRIKE accumula l’elettricità nella sua folta pelliccia. Stimola i muscoli degli arti inferiori con cariche elettriche, grazie alle quali ottiene prestazioni e accelerazioni esplosive.
Sapphire
ELECTRIKE corre più velocemente di quanto l’occhio umano possa percepire. L’attrito dovuto alla corsa viene trasformato in elettricità, accumulata poi nella pelliccia del POKéMON.

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Electrike: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
40
9.5 284
Attacco
45
12 189
Difesa
40
10.6 179
Attacco Speciale
65
49 229
Difesa Speciale
40
10.1 179
Velocità
65 (1)
47.8 229
Media
49
11.7

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Electrike: verso

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Electrike: Pokémon compatibili

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Electrike: Moves

Pokémon version Ultra Sun & Ultra Moon
NameTypeClassPowerAccPPPriEffect
Level up: Learned when a Pokémon reaches a certain level.
Tackle40100%35

Inflicts regular damage with no additional effect.

Thunder Wave90%20

Paralyzes the target.

4Leer100%30

Lowers the target's Defense by one stage.

7Howl40

Raises the user's Attack by one stage.

10Quick Attack40100%30+1

Inflicts regular damage with no additional effect.

13Spark65100%20

Has a 30% chance to paralyze the target.

16Odor Sleuth40

Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.

19Thunder Fang6595%15

Has a $effectchance% chance to paralyze the target and a $effectchance% chance to make the target flinch.

24Bite60100%25

Has a 30% chance to make the target flinch.

29Discharge80100%15

Has a 30% chance to paralyze the target.

34Roar20-6

Immediately ends wild battles. Forces trainers to switch Pokémon.

39Wild Charge90100%15

User receives 1/4 the damage it inflicts in recoil.

44Charge20

Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

49Thunder11070%10

Has a 30% chance to paralyze the target.

NameTypeClassPowerAccPPPriEffect
Egg: Appears on a newly-hatched Pokémon, if the father had the same move.
Crunch80100%15

Has a 20% chance to lower the target's Defense by one stage.

Curse10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

Discharge80100%15

Has a 30% chance to paralyze the target.

Eerie Impulse100%15

Lowers the target's Special Attack by two stages.

Electro Ball*100%10

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

Fire Fang6595%15

Has a $effectchance% chance to burn the target and a $effectchance% chance to make the target flinch.

Flame Burst70100%15

Deals splash damage to Pokémon next to the target.

Headbutt70100%15

Has a 30% chance to make the target flinch.

Ice Fang6595%15

Has a $effectchance% chance to freeze the target and a $effectchance% chance to make the target flinch.

Shock Wave6020

Never misses.

Swift6020

Never misses.

Switcheroo100%10

User and target swap items.

Thunder Fang6595%15

Has a $effectchance% chance to paralyze the target and a $effectchance% chance to make the target flinch.

Uproar90100%10

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

NameTypeClassPowerAccPPPriEffect
Tutor: Can be taught at any time by an NPC.
Iron Tail10075%15

Has a 30% chance to lower the target's Defense by one stage.

Magnet Rise10

User is immune to Ground moves and effects for five turns.

Shock Wave6020

Never misses.

Signal Beam75100%15

Has a 10% chance to confuse the target.

Snore50100%15

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Uproar90100%10

Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

NameTypeClassPowerAccPPPriEffect
Machine: Can be taught at any time by using a TM or HM.
05Roar20-6

Immediately ends wild battles. Forces trainers to switch Pokémon.

06Toxic90%10

Badly poisons the target, inflicting more damage every turn.

10Hidden Power60100%15

Power and type depend upon user's IVs. Power can range from 30 to 70.

16Light Screen30

Reduces damage from special attacks by 50% for five turns.

17Protect10+4

Prevents any moves from hitting the user this turn.

18Rain Dance5

Changes the weather to rain for five turns.

21Frustration*100%20

Power increases as happiness decreases, up to a maximum of 102.

24Thunderbolt90100%15

Has a 10% chance to paralyze the target.

25Thunder11070%10

Has a 30% chance to paralyze the target.

27Return*100%20

Power increases with happiness, up to a maximum of 102.

32Double Team15

Raises the user's evasion by one stage.

35Flamethrower90100%15

Has a 10% chance to burn the target.

42Facade70100%20

Power doubles if user is burned, paralyzed, or poisoned.

44Rest10

User sleeps for two turns, completely healing itself.

45Attract100%15

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

46Thief60100%25

Takes the target's item.

48Round60100%15

Has double power if it's used more than once per turn.

57Charge Beam5090%10

Has a 70% chance to raise the user's Special Attack by one stage.

72Volt Switch70100%20

User must switch out after attacking.

73Thunder Wave90%20

Paralyzes the target.

87Swagger85%15

Raises the target's Attack by two stages and confuses the target.

88Sleep Talk10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

90Substitute10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

93Wild Charge90100%15

User receives 1/4 the damage it inflicts in recoil.

95Snarl5595%15

Has a 100% chance to lower the target's Special Attack by one stage.

100Confide20

Lowers the target's Special Attack by one stage.

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