| Move | Cat. | Power | Acc. | Effect |
| Electro Shot | Special | 130 | 100 | |
| Zap Cannon | Special | 120 | 50 | Has a chance to paralyze the target. |
| Volt Tackle | Physical | 120 | 100 | User takes 1/3 the damage inflicted in recoil. Has a chance to paralyze the target. |
| Thunder | Special | 110 | 70 | Has a chance to paralyze the target. |
| Aura Wheel | Physical | 110 | 100 | |
| Supercell Slam | Physical | 100 | 95 | |
| Thunderbolt | Special | 90 | 100 | Has a chance to paralyze the target. |
| Wild Charge | Physical | 90 | 100 | User receives 1/4 the damage it inflicts in recoil. |
| Discharge | Special | 80 | 100 | Has a chance to paralyze the target. |
| Thunder Punch | Physical | 75 | 100 | Has a chance to paralyze the target. |
| Volt Switch | Special | 70 | 100 | User must switch out after attacking. |
| Rising Voltage | Special | 70 | 100 | Inflicts regular damage with no additional effect. |
| Thunder Fang | Physical | 65 | 95 | Has a chance to paralyze the target and a chance to make the target flinch. |
| Parabolic Charge | Special | 65 | 100 | Heals the user for half the total damage dealt to all targets. |
| Electroweb | Special | 55 | 95 | Lowers the target’s Speed by one stage. |
| Charge Beam | Special | 50 | 90 | Has a chance to raise the user’s Special Attack by one stage. |
| Nuzzle | Physical | 20 | 100 | Has a chance to paralyze the target. |
| Eerie Impulse | Status | — | 100 | Lowers the target’s Special Attack by two stages. |
| Magnetic Flux | Status | — | — | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
| Charge | Status | — | — | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. |
| Electrify | Status | — | — | Changes the target’s move’s type to Electric if it hasn’t moved yet this turn. |
| Thunder Wave | Status | — | 90 | Paralyzes the target. |
| Magnet Rise | Status | — | — | User is immune to Ground moves and effects for five turns. |
| Electric Terrain | Status | — | — | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
| Electro Ball | Special | — | 100 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |