#0939
Bellibolt

Bellibolt

Electric

Abilities

  • Electromorphosis When the Pokémon takes damage from a move, it gains the Electric Boost status, which doubles the power of the next Electric-type move it uses.
  • Static When the Pokémon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
  • Damp Hidden All Pokémon become unable to use explosive moves. Explosive Abilities also fail to trigger.

Stat Points

HP
109
ATK
64
DEF
91
Sp. Atk
103
Sp. Def
83
SPE
45

Weakness and Resistance

2x ⦿ Super Effective
Ground
1x – Normal
Normal Fire Water Grass Ice Fighting Poison Psychic Bug Rock Ghost Dragon Dark Fairy
0.5x △ Resists
Electric Flying Steel

Learnable Moves (39)

Name Type Category Power PP Description
Acid Spray special 40 20 Lowers the target's Sp. Def stat by 2 stages.
Charge status - 20 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Chilling Water special 50 20 Lowers the target's Attack stat by 1 stage.
Confuse Ray status - 12 Confuses the target.
Discharge special 80 16 Has a 30% chance of paralyzing targets.
Eerie Impulse status - 16 Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain status - 12 Turns the entire field into Electric Terrain for 5 turns.
Electro Ball special - 12 The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150).
Electroweb special 55 16 Lowers targets Speed stats by 1 stage.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hyper Voice special 90 12 —
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Muddy Water special 90 12 Has a 30% chance of lowering targets' accuracy by 1 stage.
Parabolic Charge special 65 20 The user's HP is restored by 1/2 of the damage dealt by this move.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Slack Off status - 8 Restores 1/2 of the user's max HP.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Soak status - 20 Changes the target's type to Water.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch physical 70 8 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Supercell Slam physical 100 16 If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move's power is doubled and it will be sure to hit.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Toxic status - 12 Badly poisons the target. If the user is a Poison type, this move will never miss.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Weather Ball special 50 12 When a weather condition is present, this move’s power is doubled and its type changes. Harsh sunlight: Fire type. Rain: Water type. Snow: Ice type. Sandstorm: Rock type.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.
Zap Cannon special 120 8 Paralyzes the target.