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Electabuzz

In-battle formes

Type
Tier
HP:65
Attack:83
Defense:57
Sp. Atk:95
Sp. Def:85
Speed:105

Evolutions

Strategies

  • en
Formats:

Overview

Electabuzz has amazing type coverage with its spread of attacks. This, combined with its high Speed, turns it into a real offensive threat. The reason it's not used as much as Pokemon like Raikou is that it is really fragile. This means that you have to predict switches, non-damaging moves, or bring it in on a weak attacker or after one of your Pokemon is KOed.

All-Out Attacker

Move 1
Move 2
  • Ice Punch
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 3
Move 4
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power75 BP
    Accuracy100%

Electabuzz is a dangerous threat because it has such a diverse special movepool with all the elemental punches and STAB Thunderbolt, and Cross Chop to take out any special walls.

Electabuzz will generally be using Thunderbolt because of its high Base Power and STAB. Ice Punch hits all Ground-types but Piloswine, Quagsire, and Steelix super effectively. Fire Punch covers Steelix and the rare Piloswine, leaving only Quagsire, who, like Piloswine, is rare. Fire Punch also nails Scizor and Forretress on their 4x weakness as an added bonus. That leaves only Grass- and Electric-types resisting Thunderbolt (all fully evolved Dragons are neutral to Thunderbolt, although Ice Punch still hits Dragonite hard). Grass-types are covered by both Fire Punch and Ice Punch. This means that only enemy Electrics (and the UU Quagsire) can resist your primary STAB attack and not be weak to one of the punches.

However, Blissey, Snorlax, and Umbreon can just wall most special attackers with ease, so if those were Electabuzz's only attacks, then it still couldn't dent them, neutral Thunderbolt or otherwise. This is where Cross Chop comes in. Blissey, Snorlax, and Umbreon, the three most common special walls in GSC, all share a common weakness: Fighting. Cross Chop has a 25% chance to get a critical hit, so if that goes off once, it will 2HKO Snorlax and potentially OHKO Blissey. It has to roll max damage on both hits to 2HKO Umbreon with one critical hit, but Umbreon isn't as dangerous to Electabuzz as the other two, nor is it as common. Another advantage of Cross Chop is that critical hits ignore stat-ups entirely, meaning that it will do the same damage to a Snorlax that has six Curses as it does to one with no Curses. Cross Chop also nails the common Tyranitar for a cool 60-71%, an easy 2HKO.

Leftovers is generally the preferred choice for Electabuzz, because it lets it switch into Thunderbolts, Surfs, and non-STAB Ice Beams more often, and it also lessens the effect of Spikes. Miracle Berry is a sound choice, however, as constant switch-ins to Thunderbolts and Ice Beams give Electabuzz a high risk of being paralyzed or frozen. Electabuzz is too frail for Leftovers to make that much of a difference, so it's not as important as on sturdier Pokemon.

Other Options

Electabuzz can use Thunder Wave to hit enemy Electric-types, but it has two problems. First, Thunder Wave + Cross Chop is an illegal combination, so you cannot hit Blissey, Snorlax, Tyranitar, and Umbreon very hard. You can solve this by using Zap Cannon instead of Fire Punch. You do not want to lose Thunderbolt here because, although you would already have Zap Cannon as an Electric attack, you'll find that its consistency of damage is far more useful than hitting Forretress, Piloswine, Scizor, and Steelix, so drop Fire Punch and keep Thunderbolt and Cross Chop. However, this still runs into the other problem of trying to counter Electric-types in this manner. You stop Jolteon and cripple enemy Electabuzz, but the most common Electric-type by far, Raikou, almost always carries Rest, meaning it will just heal itself of status. You can use this to your advantage, however, if you want to set up a Belly Drum Charizard. BellyZard has trouble sweeping if the opponent has a healthy Raikou kicking around on their team, because it's faster than Charizard and easily OHKOs it with Thunderbolt. If you can paralyze their Raikou, when you bring out Charizard later in the game, you can use Belly Drum and not have to worry about them switching to Raikou and forcing you to switch. The other popular Electric, Zapdos, is weak to Ice Punch and doesn't resist Thunderbolt, so it's not as much of an issue.

Reflect and Light Screen help both Electabuzz and the team survive. Which one you use depends on what you have problems with. Reflect helps Electabuzz take on Snorlax better, letting it actually take an Earthquake, but Light Screen helps versus those enemy Electric-types that Electabuzz always gives free switch-ins to. Electabuzz can also use Counter, as it survives most physical hits that aren't Earthquake with a little bit of HP, and Counters it back for a near guaranteed OHKO. Electabuzz still has enough Speed after doing this to be useful, unlike, say, a weakened Counter Snorlax.

Checks and Counters

Other Electric-types are Electabuzz's best counters, since they can take all three of its main attacks without much trouble. Once you have Electabuzz in, there aren't really any real counters besides said Electrics; it's just that it has a tendency to die quickly and is hard to switch in a lot of the time.

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
30
Raises the user's Defense by 2.
 
Power
Accuracy
100%
PP
10
Waits 2-3 turns; deals double the damage taken.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
70
Accuracy
100%
PP
10
20% chance to confuse the target.
 
Power
120
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
70%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio.
 
Power
Accuracy
100%
PP
30
Lowers the target's Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, the user's party has doubled Sp. Def.
 
Power
Accuracy
PP
40
Raises the user's Attack by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
100%
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
80%
PP
15
Random damage from 1 to (user's level*1.5 - 1).
 
Power
40
Accuracy
100%
PP
20
Power doubles if the foe is switching out.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
20
Accuracy
100%
PP
20
Next Rage increases in damage if hit during use.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
For 5 turns, the user's party has doubled Def.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
85%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
100
Accuracy
100%
PP
15
Raises user's Defense by 1 on turn 1. Hits turn 2.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
80
Accuracy
80%
PP
25
Has 1/4 recoil.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
100
Accuracy
50%
PP
5
100% chance to paralyze the target.
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