#0310
Manectric

Manectric

Electric

Abilities

  • Static When the Pokémon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
  • Lightning Rod The Pokémon draws in all Electric-type moves. These moves do not work on the Pokémon. Instead, they boost its Sp. Atk stat by 1 stage.
  • Minus Hidden Boosts the Pokémon's Sp. Atk stat by 50% if an ally with the Plus or Minus Ability is also in battle.

Stat Points

HP
70
ATK
75
DEF
60
Sp. Atk
105
Sp. Def
60
SPE
105

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 (49)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Attract status - 16 Gives the target the Infatuated status, where the Pokémon has a 50% chance of being unable to use moves while the Pokemon that gave the status is in the field. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
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.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
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).
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.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fire Fang physical 65 16 Has a 10% chance of burning the target and a 10% chance of making the target flinch.
Flamethrower special 90 16 Has a 10% chance of burning the target.
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.
Howl status - 20 Boosts the Attack stats of the user and its allies by 1 stage.
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 —
Ice Fang physical 65 16 Has a 10% chance of freezing the target and a 10% chance of making the target flinch.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
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.
Overheat special 130 8 Lowers the user's Sp. Atk stat by 2 stages.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
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.
Psychic Fangs physical 85 12 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target's side.
Quick Attack physical 40 20 —
Rain Dance status - 8 Summons rain for 5 turns.
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.
Rising Voltage special 70 20 This move's power is doubled if the target is under the effect of Electric Terrain.
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
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.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
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.
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.
Switcheroo status - 12 The user and the target swap their held items.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
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 Fang physical 65 16 Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Uproar special 90 12 The user gains the Uproar status. For 3 turns, the Pokémon continues its attack and is unable to take any other actions. During this time, no Pokémon on the field can fall asleep.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.