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Mega Eelektross animated sprite
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Mega Eelektross

Mega Ability

Eelevate

This Pokemon is immune to Ground-type attacks and the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability. The effects of Gravity, Ingrain, Smack Down, Thousand Arrows, and Iron Ball nullify the immunity. Thousand Arrows can hit this Pokemon as if it did not have this Ability. This Pokemon's highest stat is raised by 1 stage if it attacks and knocks out another Pokemon. Stat stage changes are not considered. If multiple stats are tied, Attack, Defense, Special Attack, Special Defense, and Speed are prioritized in that order.

Before Mega: Levitate

BST 615
SeasonM-6
Format
Battle data is recorded for EelektrossMega Eelektross has no separate usage table in the Champions source; the statistics below belong to its pre-transformation form.

Base Stats

Stat spread

BST 615
HP
85
Atk
145
Def
80
SpA
135
SpD
90
Spe
80

Type defenses

Type defenses

Mega Eelektross takes damage from each attacking type below.

Weak to
Ground2x
Resists
Electric1/2xFlying1/2xSteel1/2x
Immune to
None
Damage taken from each attacking type
NormalFireWaterElectricGrassIceFightingPoisonGroundFlyingPsychicBugRockGhostDragonDarkSteelFairy
1x1x1x1/2x1x1x1x1x2x1/2x1x1x1x1x1x1x1/2x1x
Normal1x
Fire1x
Water1x
Electric1/2x
Grass1x
Ice1x
Fighting1x
Poison1x
Ground2x
Flying1/2x
Psychic1x
Bug1x
Rock1x
Ghost1x
Dragon1x
Dark1x
Steel1/2x
Fairy1x

Forms / Mega

Available forms

Base vs Mega

Mega EelektrossType unchangedAbility: Levitate -> EelevateHP +0 / Atk +30 / Def +0 / SpA +30 / SpD +10 / Spe +30

Battle Data

Common choices

Moves

Move usage
10
  1. 1NormalProtect67.1%
  2. 2FireFlamethrower56.9%
  3. 3GrassGiga Drain45.4%
  4. 4ElectricThunderbolt40.3%

Held Items

Item usage
10
  1. 1Eelektrossite82.8%
  2. 2Expert Belt2.5%
  3. 3Life Orb2.4%
  4. 4Sitrus Berry2.3%

Nature

Set usage
10
  1. 1ModestSp. Atk↑Attack↓45.9%
  2. 2QuietSp. Atk↑Speed↓15.9%
  3. 3AdamantAttack↑Sp. Atk↓13.4%

Abilities

Set usage
1
  1. 1Levitate100%

Stat Points

Set usage
30
  1. 1HP32Atk0Def2SpA32SpD0Spe012.2%
  2. 2HP2Atk0Def0SpA32SpD0Spe327%
  3. 3HP32Atk0Def0SpA32SpD2Spe05.8%

Learnable Moves

Move list

MoveTypeCategoryPowerAccuracyPPDescription
Acid Spray4010020Has a 100% chance to lower the target's Special Defense by 2 stages.
Acrobatics5510015Power doubles if the user has no held item.
Body Press8010010Damage is calculated using the user's Defense stat as its Attack, including stat stage changes. Other effects that modify the Attack stat are used as normal.
Body Slam8510015Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Bounce85855Has a 30% chance to paralyze the target. This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, and Twister, and Gust and Twister have doubled power when used against it. If the user is holding a Power Herb, the move completes in one turn.
Brick Break7510015If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Bulk Up--20Raises the user's Attack and Defense by 1 stage.
Bulldoze6010020Has a 100% chance to lower the target's Speed by 1 stage.
Charge--20Raises the user's Special Defense by 1 stage. The user's next Electric-type attack will have its power doubled; the effect ends when the user is no longer active, or after the user attempts to use any Electric-type move besides Charge, even if it is not successful.
Charge Beam509010Has a 70% chance to raise the user's Special Attack by 1 stage.
Close Combat1201005Lowers the user's Defense and Special Defense by 1 stage.
Coil--20Raises the user's Attack, Defense, and accuracy by 1 stage.
Confuse Ray-10010Causes the target to become confused.
Crunch8010015Has a 20% chance to lower the target's Defense by 1 stage.
Crush Claw759510Has a 50% chance to lower the target's Defense by 1 stage.
Discharge8010015Has a 30% chance to paralyze the target.
Dragon Claw8010015No additional effect.
Dragon Pulse8510010No additional effect.
Dragon Tail609010If both the user and the target have not fainted, the target is forced to switch out and be replaced with a random unfainted ally. This effect fails if the target used Ingrain previously, has the Suction Cups Ability, or this move hit a substitute.
Drain Punch7510010The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3× normal, rounded half down.
Eerie Impulse-10015Lowers the target's Special Attack by 2 stages.
Electric Terrain--10For 5 turns, the terrain becomes Electric Terrain. During the effect, the power of Electric-type attacks made by grounded Pokemon is multiplied by 1.3 and grounded Pokemon cannot fall asleep; Pokemon already asleep do not wake up. Grounded Pokemon cannot become affected by Yawn or fall asleep from its effect. Camouflage transforms the user into an Electric type, Nature Power becomes Thunderbolt, and Secret Power has a 30% chance to cause paralysis. Fails if the current terrain is Electric Terrain.
Electro Ball-10010The power of this move depends on (user's current Speed / target's current Speed), rounded down. Power is equal to 150 if the result is 4 or more, 120 if 3, 80 if 2, 60 if 1, 40 if less than 1. If the target's current Speed is 0, this move's power is 40.
Electroweb559515Has a 100% chance to lower the target's Speed by 1 stage.
Endure--10The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Facade7010020Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Fire Punch7510015Has a 10% chance to burn the target.
Flamethrower9010015Has a 10% chance to burn the target.
Flash Cannon8010010Has a 10% chance to lower the target's Special Defense by 1 stage.
Focus Punch15010020The user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move.
Gastro Acid-10010Causes the target's Ability to be rendered ineffective as long as it remains active. If the target uses Baton Pass, the replacement will remain under this effect. If the target's Ability is As One, Battle Bond, Comatose, Disguise, Gulp Missile, Ice Face, Multitype, Power Construct, RKS System, Schooling, Shields Down, Stance Change, Tera Shift, Zen Mode, or Zero to Hero, this move fails, and receiving the effect through Baton Pass ends the effect immediately.
Giga Drain7510010The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3× normal, rounded half down.
Giga Impact150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Grass Knot-10020This move's power is 20 if the target weighs less than 10 kg, 40 if less than 25 kg, 60 if less than 50 kg, 80 if less than 100 kg, 100 if less than 200 kg, and 120 if greater than or equal to 200 kg.
Heavy Slam-10010The power of this move depends on (user's weight / target's weight), rounded down. Power is equal to 120 if the result is 5 or more, 100 if 4, 80 if 3, 60 if 2, and 40 if 1 or less. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Hex6510010Power doubles if the target has a non-volatile status condition.
Hyper Beam150905If this move is successful, the user must recharge on the following turn and cannot select a move.
Iron Tail1007515Has a 30% chance to lower the target's Defense by 1 stage.
Knock Off6510020This move's power is multiplied by 1.5 if the target is holding an item, and the target loses its held item if the user has not fainted. A target with the Sticky Hold Ability does not lose its held item if it has not fainted. This move does not increase in power or remove the target's item if it is a Blue Orb, Red Orb, Adamant Crystal, Lustrous Globe, Griseous Core, Plate, Drive, Memory, Rusted Sword, Rusted Shield, Booster Energy, or Mask held by a Kyogre, Groudon, Dialga, Palkia, Giratina, Arceus, Genesect, Silvally, Zacian, Zamazenta, Paradox Pokemon, or Ogerpon, respectively, or if the user is one of those species and the target is holding the respective item. In this case, Paradox Pokemon include every species with the Protosynthesis and Quark Drive Abilities, except Gouging Fire, Raging Bolt, Iron Boulder, and Iron Crown. Items lost to this move cannot be regained with Recycle or the Harvest Ability.
Light Screen--20For 5 turns, the user and its party members take 0.5× damage from special attacks, or 0.66× damage if in a Double Battle. Damage is not reduced further with Aurora Veil. Critical hits ignore this effect. It is removed from the user's side if the user or an ally is successfully hit by Brick Break, Psychic Fangs, or Defog. Lasts for 8 turns if the user is holding Light Clay. Fails if the effect is already active on the user's side.
Liquidation8510010Has a 20% chance to lower the target's Defense by 1 stage.
Lunge8010015Has a 100% chance to lower the target's Attack by 1 stage.
Muddy Water908510Has a 30% chance to lower the target's accuracy by 1 stage.
Outrage12010010The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user.
Poison Fang5010015Has a 50% chance to badly poison the target.
Protect--5The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn.
Psychic Fangs8510010If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated.
Rain Dance--5For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain.
Rest--5The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep.
Rising Voltage7010020If the current terrain is Electric Terrain and the target is grounded, this move's power is doubled.
Rock Slide759010Has a 30% chance to make the target flinch.
Rock Tomb609515Has a 100% chance to lower the target's Speed by 1 stage.
Round6010015If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user.
Scary Face-10010Lowers the target's Speed by 2 stages.
Sleep Talk--10One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move.
Snore5010015Has a 30% chance to make the target flinch. Fails if the user is not asleep.
Stomping Tantrum7510010Power doubles if the user's last move on the previous turn, including moves called by other moves or those used through Instruct, Magic Coat, Snatch, or the Dancer or Magic Bounce Abilities, failed to do any of its normal effects, not including damage from an unsuccessful High Jump Kick, Jump Kick, or Mind Blown, or if the user was prevented from moving by any effect other than recharging or Sky Drop. A move that was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, Crafty Shield, Mat Block, Quick Guard, or Wide Guard will not double this move's power, nor will Bounce or Fly ending early due to the effect of Gravity, Smack Down, or Thousand Arrows.
Substitute--10The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute.
Sunny Day--5For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun.
Super Fang-9010Deals damage to the target equal to half of its current HP, rounded down, but not less than 1 HP.
Supercell Slam1009515If this attack is not successful, the user loses half of its maximum HP, rounded down, as crash damage. Pokemon with the Magic Guard Ability are unaffected by crash damage. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Superpower1201005Lowers the user's Attack and Defense by 1 stage.
Thrash12010010The user spends two or three turns locked into this move and becomes confused immediately after its move on the last turn of the effect if it is not already. This move targets an opposing Pokemon at random on each turn. If the user is prevented from moving, is asleep at the beginning of a turn, or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk and the user is asleep, the move is used for one turn and does not confuse the user.
Throat Chop8010015For 2 turns, the target cannot use sound-based moves.
Thunder1107010Has a 30% chance to paralyze the target. This move can hit a target using Bounce, Fly, or Sky Drop, or is under the effect of Sky Drop. If the weather is Heavy Rain or Rain, this move does not check accuracy. If the weather is Intense Sun or Sun, this move's accuracy is 50%. If this move is used against a Pokemon holding Utility Umbrella, this move's accuracy remains at 70%.
Thunder Fang659515Has a 10% chance to paralyze the target and a 10% chance to make it flinch.
Thunder Punch7510015Has a 10% chance to paralyze the target.
Thunder Wave-9020Paralyzes the target. This move does not ignore type immunity.
Thunderbolt9010015Has a 10% chance to paralyze the target.
U-turn7010020If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members, or if the target switched out using an Eject Button or through the effect of the Emergency Exit or Wimp Out Abilities.
Volt Switch7010020If this move is successful and the user has not fainted, the user switches out even if it is trapped and is replaced immediately by a selected party member. The user does not switch out if there are no unfainted party members, or if the target switched out using an Eject Button or through the effect of the Emergency Exit or Wimp Out Abilities.
Waterfall8010015Has a 20% chance to make the target flinch.
Wild Charge9010015If the target lost HP, the user takes recoil damage equal to 1/4 the HP lost by the target, rounded half up, but not less than 1 HP.
Zap Cannon120505Has a 100% chance to paralyze the target.
Zen Headbutt809015Has a 20% chance to make the target flinch.
Pokémon Champions — Regulation Set M-C
What’s NewSEASON UPDATE / M-C

New Season - Battle Ready