Gen
|
Move
|
Category
|
Contest
|
Power
|
Accuracy
|
PP
|
Range
|
Description
|
VII
|
10,000,000 Volt Thunderbolt
|
Special
|
|
195
|
—%
|
1 (max 1)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
|
VIII
|
G-Max Stun Shock
|
Special
|
|
—
|
—%
|
3 (max 4)
|
|
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
|
VIII
|
G-Max Volt Crash
|
Physical
|
|
—
|
—%
|
3 (max 4)
|
|
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
|
VIII
|
G-Max Volt Crash
|
Special
|
|
—
|
—%
|
3 (max 4)
|
|
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
|
VI
|
Ion Deluge
|
Status
|
Beautiful
|
—
|
—%
|
25 (max 40)
|
|
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
|
IV
|
Magnet Rise
|
Status
|
Clever
|
—
|
—%
|
10 (max 16)
|
|
The user levitates using electrically generated magnetism for five turns.
|
VI
|
Magnetic Flux
|
Status
|
Clever
|
—
|
—%
|
20 (max 32)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
The more Pikachu loves its Trainer, the greater the move’s power. It never misses.
|
VII
|
Plasma Fists
|
Physical
|
|
100
|
100%
|
15 (max 24)
|
|
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)
|
|
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)
|
|
The user strikes the target with a quick jolt of electricity. This attack never misses.
|
II
|
Spark
|
Physical
|
Cool
|
65
|
100%
|
20 (max 32)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
The user launches a weak jolt of electricity that paralyzes the target.
|
I
|
Thunderbolt
|
Special
|
Cool
|
90
|
100%
|
15 (max 24)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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)
|
|
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.
|