Pokédex › Eelektross
Eelektross — Stats & Moves (Pokémon Champions)
Electric Abilities: Levitate
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Eelektross / Calculate damage with Eelektross / Calculate damage against Eelektross
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 160 | 192 | — | |
| Attack | 135 | 167 | 183 | |
| Defense | 100 | 132 | 145 | |
| Sp. Atk | 125 | 157 | 172 | |
| Sp. Def | 100 | 132 | 145 | |
| Speed | 70 | 102 | 112 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | Ground |
|---|---|
| resists (1/2) | ElectricFlyingSteel |
Learnset (75 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Thrash | Normal | Physical | 120 | 100 | 12 | Hits every turn for 2-3 turns, then confuses the user. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Crush Claw | Normal | Physical | 75 | 95 | 12 | Has a chance to lower the target’s Defense by one stage. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Super Fang | Normal | Physical | — | 90 | 12 | Inflicts damage equal to half the target’s HP. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Scary Face | Normal | Status | — | 100 | 12 | Lowers the target’s Speed by two stages. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Giga Drain | Grass | Special | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Grass Knot | Grass | Special | — | 100 | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. |
| Fire Punch | Fire | Physical | 75 | 100 | 16 | Has a chance to burn the target. |
| Flamethrower | Fire | Special | 90 | 100 | 16 | Has a chance to burn the target. |
| Sunny Day | Fire | Status | — | — | 8 | Changes the weather to sunny for five turns. |
| Liquidation | Water | Physical | 85 | 100 | 12 | Has a chance to lower the target’s Defense by one stage. |
| Waterfall | Water | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Muddy Water | Water | Special | 90 | 85 | 12 | Has a chance to lower the target’s accuracy by one stage. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Supercell Slam | Electric | Physical | 100 | 95 | 16 | |
| Wild Charge | Electric | Physical | 90 | 100 | 16 | User receives 1/4 the damage it inflicts in recoil. |
| Thunder Punch | Electric | Physical | 75 | 100 | 16 | Has a chance to paralyze the target. |
| Thunder Fang | Electric | Physical | 65 | 95 | 16 | Has a chance to paralyze the target and a chance to make the target flinch. |
| Zap Cannon | Electric | Special | 120 | 50 | 8 | Has a chance to paralyze the target. |
| Thunder | Electric | Special | 110 | 70 | 12 | Has a chance to paralyze the target. |
| Thunderbolt | Electric | Special | 90 | 100 | 16 | Has a chance to paralyze the target. |
| Discharge | Electric | Special | 80 | 100 | 16 | Has a chance to paralyze the target. |
| Rising Voltage | Electric | Special | 70 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Volt Switch | Electric | Special | 70 | 100 | 20 | User must switch out after attacking. |
| Electroweb | Electric | Special | 55 | 95 | 16 | Lowers the target’s Speed by one stage. |
| Charge Beam | Electric | Special | 50 | 90 | 12 | Has a chance to raise the user’s Special Attack by one stage. |
| Electro Ball | Electric | Special | — | 100 | 12 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
| Electric Terrain | Electric | Status | — | — | 12 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
| Eerie Impulse | Electric | Status | — | 100 | 16 | Lowers the target’s Special Attack by two stages. |
| Charge | Electric | Status | — | — | 20 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. |
| Thunder Wave | Electric | Status | — | 90 | 20 | Paralyzes the target. |
| Lunge | Bug | Physical | 80 | 100 | 16 | Lowers the target’s Attack by one stage after inflicting damage. |
| U-turn | Bug | Physical | 70 | 100 | 20 | User must switch out after attacking. |
| Bounce | Flying | Physical | 85 | 85 | 8 | User bounces high into the air, dodging all attacks, and hits next turn. |
| Acrobatics | Flying | Physical | 55 | 100 | 16 | Has double power if the user has no held item. |
| Rock Slide | Rock | Physical | 75 | 90 | 12 | Has a chance to make the target flinch. |
| Rock Tomb | Rock | Physical | 60 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Poison Fang | Poison | Physical | 50 | 100 | 16 | Has a chance to badly poison the target. |
| Acid Spray | Poison | Special | 40 | 100 | 20 | Lowers the target’s Special Defense by two stages. |
| Coil | Poison | Status | — | — | 20 | Raises the user’s Attack, Defense, and accuracy by one stage each. |
| Gastro Acid | Poison | Status | — | 100 | 12 | Nullifies target’s ability until it leaves battle. |
| Stomping Tantrum | Ground | Physical | 75 | 100 | 12 | Has double power if the user’s last move failed. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Focus Punch | Fighting | Physical | 150 | 100 | 20 | If the user takes damage before attacking, the attack is canceled. |
| Close Combat | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Defense and Special Defense by one stage after inflicting damage. |
| Superpower | Fighting | Physical | 120 | 100 | 8 | Lowers the user’s Attack and Defense by one stage after inflicting damage. |
| Body Press | Fighting | Physical | 80 | 100 | 12 | |
| Drain Punch | Fighting | Physical | 75 | 100 | 12 | Drains half the damage inflicted to heal the user. |
| Brick Break | Fighting | Physical | 75 | 100 | 16 | Destroys Reflect and Light Screen. |
| Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| Psychic Fangs | Psychic | Physical | 85 | 100 | 12 | Destroys Reflect and Light Screen. |
| Zen Headbutt | Psychic | Physical | 80 | 90 | 16 | Has a chance to make the target flinch. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Hex | Ghost | Special | 65 | 100 | 12 | Has double power if the target has a major status ailment. |
| Confuse Ray | Ghost | Status | — | 100 | 12 | Confuses the target. |
| Outrage | Dragon | Physical | 120 | 100 | 12 | Hits every turn for 2-3 turns, then confuses the user. |
| Dragon Claw | Dragon | Physical | 80 | 100 | 16 | Inflicts regular damage with no additional effect. |
| Dragon Tail | Dragon | Physical | 60 | 90 | 12 | Ends wild battles. Forces trainers to switch Pokémon. |
| Dragon Pulse | Dragon | Special | 85 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Throat Chop | Dark | Physical | 80 | 100 | 16 | Prevents the target from using sound-based moves for two turns. |
| Crunch | Dark | Physical | 80 | 100 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Knock Off | Dark | Physical | 65 | 100 | 20 | Target drops its held item. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Heavy Slam | Steel | Physical | — | 100 | 12 | Power is higher when the user weighs more than the target, up to a maximum of 120. |
| Flash Cannon | Steel | Special | 80 | 100 | 12 | Has a chance to lower the target’s Special Defense by one stage. |