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Electrike Moves & Learnsetin Pokémon Modern Emerald

electric40 total moves

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

Move Summary

11
Level Up
19
TM/HM
0
Move Tutor
10
Egg Moves
40
Total

Level Up Moves (11)

Moves that Electrike learns naturally as it levels up.

TackleLevel: 1normal
4010035
Charges the foe with a full- body tackle.
Thunder WaveLevel: 4electric
09020
A weak jolt of electricity that paralyzes the foe.
LeerLevel: 9normal
010030
Frightens the foe 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
010040
Negates the foe's efforts to heighten evasiveness.
RoarLevel: 28normal
010020
Makes the foe flee to end the battle.
BiteLevel: 33dark
6010025
Bites with vicious fangs. May cause flinching.
ThunderLevel: 36electric
1107010
A lightning attack that may cause paralysis.
ChargeLevel: 41electric
010020
Charges power to boost the electric move used next.

Egg Moves (10)

Moves that Electrike can learn through breeding with compatible Pokémon.

Crunchdark
8010015
Crunches with sharp fangs. May lower Defense.
Headbuttnormal
7010015
A ramming attack that may cause flinching.
Uproarnormal
7010010
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.
Crunchdark
8010015
Crunches with sharp fangs. May lower Defense.
Headbuttnormal
7010015
A ramming attack that may cause flinching.
Uproarnormal
7010010
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 (19)

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

Roarnormal
010020TM05
Makes the foe flee to end the battle.
Toxicpoison
07010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
6010015TM10
The effectiveness varies with the user.
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
An attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Thunderboltelectric
9010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
1107010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
An 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.
Facadenormal
7010020TM42
Boosts Attack when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
005TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Thiefdark
5010025TM46
While attacking, it may steal the foe's held item.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.