Bellibolt
Rank #82![]()
HP
184
Atk
84
Def
111
SpA
123
SpD
103
Spe
65
Total670
Usage Format
Bellibolt Abilities
Electromorphosis98.8%
When the Pokemon takes damage from a move, it gains the Electric Boost status.
Static0.9%
When the Pokemon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
Damp0.4%
All Pokemon become unable to use explosive moves. Explosive Abilities also fail to trigger.
Bellibolt Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Bellibolt Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 97.5% | Parabolic Charge | 65 | 100 | 20 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| 70.4% | Soak | — | 100 | 20 | 0 | Changes the target’s type to Water. | ||
| 64.8% | Protect | — | ∞ | 8 | +4 | 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. | ||
| 45.2% | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| 25.1% | Slack Off | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. | ||
| 23.4% | Muddy Water | 90 | 85 | 12 | 0 | Has a 30% chance of lowering targets’ accuracy by 1 stage. | ||
| 14.6% | Toxic | — | 90 | 12 | 0 | Badly poisons the target. If the user is a Poison type, this move will never miss. | ||
| 11.7% | Volt Switch | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| 5.1% | Acid Spray | 40 | 100 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| 4.6% | Weather Ball | 50 | 100 | 12 | 0 | 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. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Thunder | 110 | 70 | 12 | 0 | 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. | ||
| — | Confuse Ray | — | 100 | 12 | 0 | Confuses the target. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | 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. | ||
| — | Flail | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Mud-Slap | 20 | 100 | 12 | 0 | Lowers the target’s accuracy by 1 stage. | ||
| — | Zap Cannon | 120 | 50 | 8 | 0 | Paralyzes the target. | ||
| — | Endure | — | ∞ | 12 | +4 | 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. | ||
| — | Spark | 65 | 100 | 20 | 0 | — | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Charge | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | ||
| — | Hyper Voice | 90 | 100 | 12 | 0 | — | ||
| — | Mud Shot | 55 | 95 | 16 | 0 | Lowers the target’s Speed stat by 1 stage. | ||
| — | Water Pulse | 60 | 100 | 20 | 0 | Has a 20% chance of confusing the target. | ||
| — | Sucker Punch | 70 | 100 | 8 | +1 | This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Discharge | 80 | 100 | 16 | 0 | Has a 30% chance of paralyzing targets. | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Electro Ball | — | 100 | 12 | 0 | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). | ||
| — | Electroweb | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Wild Charge | 90 | 100 | 16 | 0 | The user takes 1/4 of the damage dealt by this move. | ||
| — | Eerie Impulse | — | 100 | 16 | 0 | Lowers the target’s Sp. Atk stat by 2 stages. | ||
| — | Electric Terrain | — | ∞ | 12 | 0 | Turns the entire field into Electric Terrain for 5 turns. | ||
| — | Chilling Water | 50 | 100 | 20 | 0 | Lowers the target’s Attack stat by 1 stage. | ||
| — | Supercell Slam | 100 | 95 | 16 | 0 | 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. |