Gen Move Category Contest Power Accuracy PP Range Description VII 10,000,000 Volt Thunderbolt Special 195 % 1 (max 1)
     
     
Normal
The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily. VIII Aura Wheel Physical 110 100% 10 (max 16)
     
     
Normal
Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form. VIII Bolt Beak Physical 85 100% 10 (max 16)
     
     
Normal
The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target. V Bolt Strike Physical Beautiful 130 85% 5 (max 8)
     
     
Normal
The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis. VII Buzzy Buzz Special 90 100% 20 (max 32)
     
     
Normal
The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis. VII Catastropika Physical 210 % 1 (max 1)
     
     
Normal
The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force. III Charge Status Clever % 20 (max 32)
     
     
Self
The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. IV Charge Beam Special Beautiful 50 90% 10 (max 16)
     
     
Normal
The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. IV Discharge Special Beautiful 80 100% 15 (max 24)
     
     
All Others
The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. IX Double Shock Physical 120 100% 5 (max 8)
     
     
Normal
The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type. VI Eerie Impulse Status Clever 100% 15 (max 24)
     
     
Normal
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. VI Electric Terrain Status Clever % 10 (max 16)
     
     
Both Sides
The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. VI Electrify Status Clever % 20 (max 32)
     
     
Normal
If the target is electrified before it uses a move, the target's move becomes Electric type for that turn. V Electro Ball Special Cool 100% 10 (max 16)
     
     
Normal
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. IX Electro Drift Special 100 100% 5 (max 8)
     
     
Normal
The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit. IX Electro Shot Special 130 100% 10 (max 16)
     
     
Normal
The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain. V Electroweb Special Beautiful 55 95% 15 (max 24)
     
     
Many Others
The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. V Fusion Bolt Physical Cool 100 100% 5 (max 8)
     
     
Normal
The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame. VII Gigavolt Havoc Physical % 1 (max 1)
     
     
Normal
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. VII Gigavolt Havoc Special % 1 (max 1)
     
     
Normal
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. VIII G-Max Stun Shock Physical % 3 (max 4)
     
     
1 Other
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. VIII G-Max Stun Shock Special % 3 (max 4)
     
     
1 Other
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. VIII G-Max Volt Crash Physical % 3 (max 4)
     
     
1 Other
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. VIII G-Max Volt Crash Special % 3 (max 4)
     
     
1 Other
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. VI Ion Deluge Status Beautiful % 25 (max 40)
     
     
Both Sides
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. IV Magnet Rise Status Clever % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns. VI Magnetic Flux Status Clever % 20 (max 32)
     
     
Your Party
The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability. VIII Max Lightning Physical % 3 (max 4)
     
     
1 Other
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. VIII Max Lightning Special % 3 (max 4)
     
     
1 Other
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. VI Nuzzle Physical Cute 20 100% 20 (max 32)
     
     
Normal
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. VIII Overdrive Special 80 100% 10 (max 16)
     
     
Many Others
The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration. VI Parabolic Charge Special Clever 65 100% 20 (max 32)
     
     
All Others
The user attacks everything around it. The user's HP is restored by half the damage taken by those hit. VII Pika Papow Special % 1 (max 1)
     
     
Normal
The more Pikachu loves its Trainer, the greater the move’s power. It never misses. VII Plasma Fists Physical 100 100% 15 (max 24)
     
     
Normal
The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. VIII Rising Voltage Special 70 100% 20 (max 32)
     
     
Normal
The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain. III Shock Wave Special Cool 60 % 20 (max 32)
     
     
Normal
The user strikes the target with a quick jolt of electricity. This attack never misses. II Spark Physical Cool 65 100% 20 (max 32)
     
     
Normal
The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. VII Stoked Sparksurfer Special 175 % 1 (max 1)
     
     
Normal
After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis. IX Supercell Slam Physical 100 95% 15 (max 24)
     
     
Normal
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. I Thunder Special Cool 110 70% 10 (max 16)
     
     
Normal
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. VIII Thunder Cage Special 80 90% 15 (max 24)
     
     
Normal
The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns. IV Thunder Fang Physical Cool 65 95% 15 (max 24)
     
     
Normal
The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. I Thunder Punch Physical Cool 75 100% 15 (max 24)
     
     
Normal
The target is attacked with an electrified punch. This may also leave the target with paralysis. I Thunder Shock Special Cool 40 100% 30 (max 48)
     
     
Normal
The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. I Thunder Wave Status Cool 90% 20 (max 32)
     
     
Normal
The user launches a weak jolt of electricity that paralyzes the target. I Thunderbolt Special Cool 90 100% 15 (max 24)
     
     
Normal
The user attacks the target with a strong electric blast. This may also leave the target with paralysis. IX Thunderclap Special 70 100% 5 (max 8)
     
     
Normal
This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack. V Volt Switch Special Cool 70 100% 20 (max 32)
     
     
Normal
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. III Volt Tackle Physical Cool 120 100% 15 (max 24)
     
     
Normal
The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis. V Wild Charge Physical Tough 90 100% 15 (max 24)
     
     
Normal
The user shrouds itself in electricity and smashes into its target. This also damages the user a little. VIII Wildbolt Storm Special 100 80% 10 (max 16)
     
     
Many Others
The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis. II Zap Cannon Special Cool 120 50% 5 (max 8)
     
     
Normal
The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. VII Zing Zap Physical 80 100% 10 (max 16)
     
     
Normal
The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. VII Zippy Zap Physical 80 100% 10 (max 16)
     
     
Normal
The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit. All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.