Stats, type matchups, abilities, learnset, current usage, and build context for Eelektross in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Poison - special / 40 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Poison - status
Raises user's Attack, Defense, accuracy by 1.
Ghost - status / 100%
Confuses the target.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Normal - physical / 75 BP / 95%
50% chance to lower the target's Defense by 1.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
Dragon - physical / 80 BP / 100%
No additional effect.
Dragon - special / 85 BP / 100%
No additional effect.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Electric - status / 100%
Lowers the target's Sp. Atk by 2.
Electric - status
5 turns. Grounded: +Electric power, can't sleep.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Poison - status / 100%
Nullifies the target's Ability.
Grass - special / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Psychic - status
For 5 turns, special damage to allies is halved.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Poison - physical / 50 BP / 100%
50% chance to badly poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Electric - special / 70-140 BP / 100%
2x power if target is grounded in Electric Terrain.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - physical / 90%
Does damage equal to 1/2 target's current HP.
Electric - physical / 100 BP / 95%
User is hurt by 50% of its max HP if it misses.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Electric - special / 70 BP / 100%
User switches out after damaging the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Electric - special / 120 BP / 50%
100% chance to paralyze the target.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.