Electric
Name Freq AC Damage Range Special Effect Contest
Bolt Strike Center 5 5d12+22 A.png Ranged (20), 1 Target Bolt Strike Paralyzes the target on 17-20 during Accuracy Check. Cool - 2d4 - Round Starter
Charge EOT - - N.png Self, No Target If the user performs an Electric Move on their next turn that deals damage, add its Damage Dice Roll an extra time to the damage. Raise the user’s Special Defense 1 Combat Stage. *Grants: Zapper Smart - None - Get Ready!
Charge Beam Battle 3 2d8+6 S.png Ranged (5), 1 Target, Column, Spirit Surge Charge Beam creates a Column 1 meter wide. Charge Beam raises the user’s Special Attack 1 Combat Stage on 11-20 during Accuracy Check. Beauty - 2d4 - Round Starter
Discharge EOT 2 3d10+12 S.png Ranged (3), No Target, Burst Discharge creates a 3-meter Burst. Discharge Paralyzes all legal targets on 15-20 during Accuracy Check. *Grants: Zapper Cool - 2d4 - Round Starter
Electro Ball Battle 2 See Effect S.png Ranged (10), No Target The target reveals their current Speed stat, applying Combat Stages. If the user’s Speed stat, applying Combat Stages is four times that of the target’s, Electro Ball uses 5d10+16 for Damage Dice Roll; if the user three times that of the target’s, Electro Ball uses 3d10+14; if the user is twice that of the target, Electro Ball uses 2d10+12; if the user is not twice as fast as the target, Electro Ball uses 1d10+10. Beauty - 2d4 - Final Appeal
Electroweb EOT 3 2d10+8 S.png Ranged (4), 1 Target, Column Electroweb creates a Column 2-meters wide. All Legal Targets are lowered 1 Speed Combat Stage. *Grants: Threaded Smart - 2d4 - Hold That Thought
Fusion Bolt Center 2 4d12+16 A.png Ranged (10), Column Fusion Bolt creates a 4-meter Column. If an opponent in this, or the last, round of the encounter used Fusion Flare, Fusion Bolt deals an additional 8d12 in Damage Dice Roll. Beauty - 2d4 - Seen Nothing Yet
Magnet Rise Battle - - N.png Self, No Target Magnet Rise grants the user the Levitate Ability until the end of the Encounter. This does not replace the user’s normal Ability. If the user already has Levitate, they now have two instances of Levitate. *Grants: Magnetic Cute - 2d4 - Hold That Thought
Shock Wave EOT - 2d10+8 S.png Ranged (2), 1 Target, Column Shock Wave creates a Column 2-meters wide. Shock Wave cannot miss. *Grants: Zapper Cool - 2d4 - Round Starter
Spark EOT 2 3d8+10 A.png Melee, 1 Target, Dash Spark Paralyzes the target on 15-20 during Accuracy Check. Cool - 3d4 - No Effect
Thunder Battle 6 5d12+18 S.png Ranged (15), 1 Target, Blast A 3-meter Blast surrounds the target. Thunder Paralyzes all Legal Targets on 13-20 during Accuracy Check. All Legal Targets within the Blast’s radius are Pushed outward, away from the target, 3-meters. If it is Sunny, Thunder’s Accuracy Check is 11. If it is Rainy, Thunder cannot miss. If the target is airborne as a result of Fly or Sky Drop, Thunder cannot miss them Cool - 2d4 - Round Starter
Thunder Fang EOT 3 3d8+10 A.png Melee, 1 Target Thunder Fang Paralyzes or Flinches on 18-19 during Accuracy Check; flip a coin to determine whether the foe gets Paralyzed or Flinched. On 20 during Accuracy Check, the foe is Paralyzed and Flinched. Smart - 3d4 - No Effect
Thunder Wave Center - - N.png Ranged (6), 1 Target Thunder Wave cannot miss. Thunder Wave Paralyzes the target. Cool - 2d4 - Excitement
Thunderbolt Battle 2 4d12+16 S.png Ranged (7), 1 Target, Column Thunderbolt creates a Column 1 meter wide. Thunderbolt Paralyzes all Legal Targets on 19-20 during Accuracy Check. *Grants: Zapper Cool - 2d4 - Round Starter
Thunderpunch EOT 2 3d10+12 A.png Melee, 1 Target Thunderpunch Paralyzes the target on 19-20 during Accuracy Check. Cool - 2d4 - Round Starter
Thundershock At-Will 2 1d12+6 S.png Ranged (10), 1 Target Thundershock Paralyzes the target on 17-20 during Accuracy Check. *Grants: Zapper Cool - 2d4 - No Effect
Volt Switch Battle 2 3d8+10 S.png Ranged (5), 1 Target If Volt Switch successfully hits its target, the user deals damage and then immediately is returned to its Poke Ball in the same turn. A New Pokemon may immediately be sent out. Cute - None - Inversed Appeal
Volt Tackle EOT 2 5d12+18 A.png Melee, 1 Target, Dash, Push, Recoil 1/3 The target is pushed back 5-meters. The target takes an additional 1d6 if it is Pushed into Blocking Terrain. If the target is pushed into another Legal Target, instead, both take 1d6. Volt Tackle Paralyzes the target on 19-20 during Accuracy Check. After Volt Tackle deals damage, Recoil. Cool - 2d4 - Seen Nothing Yet
Wild Charge EOT 2 3d12+14 A.png Melee, 1 Target, Dash, Recoil 1/4 After Wild Charge deals damage, Recoil. Tough - 3d4 - No Effect
Zap Cannon Battle 12 5d12+18 S.png Ranged (10), 1 Target, Blast A 2-meter Blast surrounds the target, Paralyzing all Legal Targets in the Blast. Cool - 2d4 - Incentives
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License