Discharge
electricInfo
- Move Power
- dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- self (10ft radius)
You let loose a flare of electricity in a 20 foot circle, centered on you, striking all creatures around you. Creatures in the area must make a DEX saving throw against your Move DC. On a fail, a creature takes 2d6 + MOVE electric damage. If a creature fails the save by 5 or more, it is paralyzed.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Can learn this move:
- Pikachu
- Magnemite
- Magneton
- Voltorb
- Electrode
- Electabuzz
- Jolteon
- Porygon
- Zapdos
- Chinchou
- Lanturn
- Mareep
- Flaaffy
- Ampharos
- Porygon2
- Elekid
- Raikou
- Nosepass
- Electrike
- Manectric
- Plusle
- Minun
- Shinx
- Luxio
- Luxray
- Pachirisu
- Magnezone
- Electivire
- Porygon-Z
- Probopass
- Rotom
- Rotom Heat
- Rotom Wash
- Rotom Frost
- Rotom Fan
- Rotom Mow
- Blitzle
- Zebstrika
- Emolga
- Joltik
- Galvantula
- Klink
- Klang
- Klinklang
- Eelektrik
- Eelektross
- Stunfisk
- Thundurus
- Amaura
- Dedenne
- Alolan Raichu
- Alolan Geodude
- Alolan Graveler
- Alolan Golem
- Charjabug
- Togedemaru
- Tapu Koko
- Xurkitree
- Zeraora
- Melmetal
- Yamper
- Toxtricity (Amped)
- Toxtricity (Low Key)
- Pincurchin
- Dracozolt
- Arctozolt
- Hisuian Voltorb
- Hisuian Electrode
- Pawmi
- Pawmo
- Pawmot
- Tadbulb
- Bellibolt
- Wattrel
- Kilowattrel
- Sandy Shocks
- Iron Moth
- Miraidon
- Raging Bolt
Context
- Contest
- beauty
- Appeal
- 2
- Jam
- 2
- Effect
- Startles all of the Pokemon to act before the user.