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Electrike Moves & Learnsetin Pokémon Heart & Soul

electric45 total moves

Complete moveset and learnset for Electrike in Pokémon Heart & Soul. Learn which moves Electrike can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

11
Level Up
29
TM/HM
0
Move Tutor
5
Egg Moves
45
Total

Level Up Moves (11)

Moves that Electrike learns naturally as it levels up.

TackleLevel: 1normal
35035
Charges the foe with a full- body tackle.
Thunder WaveLevel: 4electric
0020
A weak jolt of electricity that paralyzes the foe.
LeerLevel: 9normal
010030
Frightens the foes with a leer to lower Defense.
HowlLevel: 12normal
0040
Howls to raise the spirit and boosts Attack.
Quick AttackLevel: 17normal
4010030
An extremely fast attack that always strikes first.
SparkLevel: 20electric
6510020
An electrified tackle that may paralyze the foe.
Odor SleuthLevel: 25normal
0040
Negate evasiveness and Ghost type's immunities.
RoarLevel: 28normal
0020
Switches the foe out or ends wild battle.
BiteLevel: 33normal
6010025
Bites with vicious fangs. May cause flinching.
ThunderLevel: 36electric
07010
A lightning attack that may cause paralysis.
ChargeLevel: 41electric
0020
Charges power to boost the Electric move used next.

Egg Moves (5)

Moves that Electrike can learn through breeding with compatible Pokémon.

Crunchdark
8010015
Crunches with sharp fangs. May lower Defense.May lower Sp. Def.
Headbuttnormal
7010015
A ramming attack that may cause flinching.
Uproarnormal
010010
Causes an uproar for 3 Causes an uproar for 2 to 5 turns and prevents sleep.
Cursenormal
0010
A move that functions differently for GHOSTS.
Swiftnormal
60020
Sprays star-shaped rays that never miss.

TM/HM Moves (29)

Moves that Electrike can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Roarnormal
0020TM05
Switches the foe out or ends wild battle.
Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Flamethrowerfire
010015TM35
A powerful fire attack that may inflict a burn.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Captivatenormal
010020TM78
Makes the opposite gender sharply reduce its Sp. Atk.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.

Electrike Moves & Learnset | Heart & Soul