Bellibolt

Bellibolt

Rank #82Electric

HP
184
Atk
84
Def
111
SpA
123
SpD
103
Spe
65
Total670

Usage Format

Bellibolt Abilities

Bellibolt Type Effectiveness

Weak to

Ground

Resistant to

Flying½×Steel½×Electric½×

Immune to

Damaged normally by

NormalFightingPoisonRockBugGhostFireWaterGrassPsychicIceDragonDarkFairy

Bellibolt Moves

Usage Move Type Category Power Acc PP Prio Description
97.5%Parabolic ChargeElectricSpecial65100200The user’s HP is restored by 1/2 of the damage dealt by this move.
70.4%SoakWaterStatus100200Changes the target’s type to Water.
64.8%ProtectNormalStatus8+4The 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.
45.2%ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
25.1%Slack OffNormalStatus80Restores 1/2 of the user’s max HP.
23.4%Muddy WaterWaterSpecial9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
14.6%ToxicPoisonStatus90120Badly poisons the target. If the user is a Poison type, this move will never miss.
11.7%Volt SwitchElectricSpecial70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
5.1%Acid SprayPoisonSpecial40100200Lowers the target’s Sp. Def stat by 2 stages.
4.6%Weather BallNormalSpecial50100120When 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.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Confuse RayGhostStatus100120Confuses the target.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
FlailNormalPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Mud-SlapGroundSpecial20100120Lowers the target’s accuracy by 1 stage.
Zap CannonElectricSpecial1205080Paralyzes the target.
EndureNormalStatus12+4During 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.
SparkElectricPhysical65100200
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Rain DanceWaterStatus80Summons rain for 5 turns.
ChargeElectricStatus200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Hyper VoiceNormalSpecial90100120
Mud ShotGroundSpecial5595160Lowers the target’s Speed stat by 1 stage.
Water PulseWaterSpecial60100200Has a 20% chance of confusing the target.
Sucker PunchDarkPhysical701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
DischargeElectricSpecial80100160Has a 30% chance of paralyzing targets.
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Electro BallElectricSpecial100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
ElectrowebElectricSpecial5595160Lowers targets’ Speed stats by 1 stage.
Wild ChargeElectricPhysical90100160The user takes 1/4 of the damage dealt by this move.
Eerie ImpulseElectricStatus100160Lowers the target’s Sp. Atk stat by 2 stages.
Electric TerrainElectricStatus120Turns the entire field into Electric Terrain for 5 turns.
Chilling WaterWaterSpecial50100200Lowers the target’s Attack stat by 1 stage.
Supercell SlamElectricPhysical10095160If 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.