Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description |
VII | 10,000,000 Volt Thunderbolt | Special | | 195 | —% | 1 (max 1) | | The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily. |
VIII | Aura Wheel | Physical | | 110 | 100% | 10 (max 16) | | Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form. |
VIII | Bolt Beak | Physical | | 85 | 100% | 10 (max 16) | | The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target. |
V | Bolt Strike | Physical | Beautiful | 130 | 85% | 5 (max 8) | | The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis. |
VII | Buzzy Buzz | Special | | 90 | 100% | 20 (max 32) | | The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis. |
VII | Catastropika | Physical | | 210 | —% | 1 (max 1) | | The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force. |
III | Charge | Status | Clever | — | —% | 20 (max 32) | | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
IV | Charge Beam | Special | Beautiful | 50 | 90% | 10 (max 16) | | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
IV | Discharge | Special | Beautiful | 80 | 100% | 15 (max 24) | | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
IX | Double Shock | Physical | | 120 | 100% | 5 (max 8) | | The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type. |
VI | Eerie Impulse | Status | Clever | — | 100% | 15 (max 24) | | The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat. |
VI | Electric Terrain | Status | Clever | — | —% | 10 (max 16) | | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
VI | Electrify | Status | Clever | — | —% | 20 (max 32) | | If the target is electrified before it uses a move, the target's move becomes Electric type for that turn. |
V | Electro Ball | Special | Cool | — | 100% | 10 (max 16) | | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
IX | Electro Drift | Special | | 100 | 100% | 5 (max 8) | | The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit. |
IX | Electro Shot | Special | | 130 | 100% | 10 (max 16) | | The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain. |
V | Electroweb | Special | Beautiful | 55 | 95% | 15 (max 24) | | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
V | Fusion Bolt | Physical | Cool | 100 | 100% | 5 (max 8) | | The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame. |
VII | Gigavolt Havoc | Physical | | — | —% | 1 (max 1) | | The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. |
VII | Gigavolt Havoc | Special | | — | —% | 1 (max 1) | | The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. |
VIII | G-Max Stun Shock | Physical | | — | —% | 3 (max 4) | | An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. |
VIII | G-Max Stun Shock | Special | | — | —% | 3 (max 4) | | An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. |
VIII | G-Max Volt Crash | Physical | | — | —% | 3 (max 4) | | An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. |
VIII | G-Max Volt Crash | Special | | — | —% | 3 (max 4) | | An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. |
VI | Ion Deluge | Status | Beautiful | — | —% | 25 (max 40) | | The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. |
IV | Magnet Rise | Status | Clever | — | —% | 10 (max 16) | | The user levitates using electrically generated magnetism for five turns. |
VI | Magnetic Flux | Status | Clever | — | —% | 20 (max 32) | | The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability. |
VIII | Max Lightning | Physical | | — | —% | 3 (max 4) | | This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. |
VIII | Max Lightning | Special | | — | —% | 3 (max 4) | | This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. |
VI | Nuzzle | Physical | Cute | 20 | 100% | 20 (max 32) | | The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. |
VIII | Overdrive | Special | | 80 | 100% | 10 (max 16) | | The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration. |
VI | Parabolic Charge | Special | Clever | 65 | 100% | 20 (max 32) | | The user attacks everything around it. The user's HP is restored by half the damage taken by those hit. |
VII | Pika Papow | Special | | — | —% | 1 (max 1) | | The more Pikachu loves its Trainer, the greater the move’s power. It never misses. |
VII | Plasma Fists | Physical | | 100 | 100% | 15 (max 24) | | The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. |
VIII | Rising Voltage | Special | | 70 | 100% | 20 (max 32) | | The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain. |
III | Shock Wave | Special | Cool | 60 | —% | 20 (max 32) | | The user strikes the target with a quick jolt of electricity. This attack never misses. |
II | Spark | Physical | Cool | 65 | 100% | 20 (max 32) | | The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis. |
VII | Stoked Sparksurfer | Special | | 175 | —% | 1 (max 1) | | After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis. |
IX | Supercell Slam | Physical | | 100 | 95% | 15 (max 24) | | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. |
I | Thunder | Special | Cool | 110 | 70% | 10 (max 16) | | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
VIII | Thunder Cage | Special | | 80 | 90% | 15 (max 24) | | The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns. |
IV | Thunder Fang | Physical | Cool | 65 | 95% | 15 (max 24) | | The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. |
I | Thunder Punch | Physical | Cool | 75 | 100% | 15 (max 24) | | The target is attacked with an electrified punch. This may also leave the target with paralysis. |
I | Thunder Shock | Special | Cool | 40 | 100% | 30 (max 48) | | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. |
I | Thunder Wave | Status | Cool | — | 90% | 20 (max 32) | | The user launches a weak jolt of electricity that paralyzes the target. |
I | Thunderbolt | Special | Cool | 90 | 100% | 15 (max 24) | | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
IX | Thunderclap | Special | | 70 | 100% | 5 (max 8) | | This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack. |
V | Volt Switch | Special | Cool | 70 | 100% | 20 (max 32) | | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
III | Volt Tackle | Physical | Cool | 120 | 100% | 15 (max 24) | | The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis. |
V | Wild Charge | Physical | Tough | 90 | 100% | 15 (max 24) | | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
VIII | Wildbolt Storm | Special | | 100 | 80% | 10 (max 16) | | The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis. |
II | Zap Cannon | Special | Cool | 120 | 50% | 5 (max 8) | | The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. |
VII | Zing Zap | Physical | | 80 | 100% | 10 (max 16) | | The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch. |
VII | Zippy Zap | Physical | | 80 | 100% | 10 (max 16) | | The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit. |
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left. |