Bellibolt

Bellibolt

Rank #99Electric

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

Usage Format

Bellibolt Abilities

Bellibolt Type Effectiveness

Weak to

Ground2×

Resistant to

Flying½×Steel½×Electric½×

Immune to

—

Damaged normally by

Normal1×Fighting1×Poison1×Rock1×Bug1×Ghost1×Fire1×Water1×Grass1×Psychic1×Ice1×Dragon1×Dark1×Fairy1×

Bellibolt Moves

Usage Move Type Category Target Power Acc PP Prio Description
96.1%Parabolic ChargeElectricSpecialAll65100200The user’s HP is restored by 1/2 of the damage dealt by this move.
78.1%SoakWaterStatusSingle—100200Changes the target’s type to Water.
65.7%ProtectNormalStatusSelf—∞8+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.
33.2%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
19.8%Slack OffNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
16.7%ToxicPoisonStatusSingle—90120Badly poisons the target. If the user is a Poison type, this move will never miss.
13.9%Muddy WaterWaterSpecialAll Foes9085120Has a 30% chance of lowering targets’ accuracy by 1 stage.
11.7%Volt SwitchElectricSpecialSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
8.7%Acid SprayPoisonSpecialSingle40100200Lowers the target’s Sp. Def stat by 2 stages.
6.7%Weather BallNormalSpecialSingle50100120When 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 BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully 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.
—SubstituteNormalStatusSelf—∞120The 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. Sound-based moves will hit the user through the substitute.
—FlailNormalPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Mud-SlapGroundSpecialSingle20100120Lowers the target’s accuracy by 1 stage.
—Zap CannonElectricSpecialSingle1205080Paralyzes the target.
—EndureNormalStatusSelf—∞12+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.
—SparkElectricPhysicalSingle65100200—
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—ChargeElectricStatusSelf—∞200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
—Hyper VoiceNormalSpecialAll Foes90100120—
—Mud ShotGroundSpecialSingle5595160Lowers the target’s Speed stat by 1 stage.
—Water PulseWaterSpecialSingle60100200Has a 20% chance of confusing the target.
—Sucker PunchDarkPhysicalSingle701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—DischargeElectricSpecialAll80100160Has a 30% chance of paralyzing targets.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Electro BallElectricSpecialSingle—100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
—ElectrowebElectricSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
—Eerie ImpulseElectricStatusSingle—100160Lowers the target’s Sp. Atk stat by 2 stages.
—Electric TerrainElectricStatusField—∞120Turns the entire field into Electric Terrain for 5 turns.
—Chilling WaterWaterSpecialSingle50100200Lowers the target’s Attack stat by 1 stage.
—Supercell SlamElectricPhysicalSingle10095160If 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.