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Regieleki

In-battle formes

HP:80
Attack:100
Defense:50
Sp. Atk:100
Sp. Def:50
Speed:200
Min (-ve nature, 0 IVs)364
Default436
Max Neutral499
Max Positive548
Max Neutral (+1)748
Max Positive (+1)822
Max Neutral (+2)998
Max Positive (+2)1096
Monotype
Zoomies (Offensive Entry Hazard Support)548

Strategies

  • en

This analysis was uploaded prior to The Indigo Disk release and may contain outdated information.

Written by Neko

Zoomies (Offensive Entry Hazard Support)

Move 1
Move 2
  • Volt Switch
    User switches out after damaging the target.
    TypeElectric
    CategorySpecial
    Power70 BP
    Accuracy100%
Move 3
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%
Move 4

Regieleki offers Electric teams an incredibly fast cleaner and pivot, shocking threats such as Iron Valiant, Spectrier, and Greninja. Volt Switch lets Regieleki punish foes like Amoonguss, Galarian Slowking, and Hisuian Goodra, which can take advantage of it, allowing teammates like Zapdos and Iron Hands to exploit them instead. Rapid Spin leverages Regieleki's capability to force opponents to bring in a Ground-type or risk significant damage, providing Electric teams with much-needed entry hazard control. Thunder Wave mitigates the threat of Hisuian Lilligant, Spectrier, and Zamazenta if Regieleki is unable to finish these off. Heavy-Duty Boots enhances Regieleki's ability to pivot and consistently remove entry hazards. Alternatively, 28 Atk EVs in conjunction with a Naive nature could be considered, and Magnet is recommended when using Regieleki with Wild Charge to secure an OHKO against Flutter Mane. Magnet also enables Regieleki to reach specific damage thresholds, such as OHKOing Iron Valiant with Thunderbolt. A Timid or Naive nature with maximum Speed EVs is needed to outspeed Choice Scarf users like Iron Valiant, Enamorus, and Hisuian Zoroark.

Given that Ground-types like Ting-Lu, Great Tusk, and Quagsire shut down Regieleki's antics, teammates like Nasty Plot Rotom-W, Swords Dance Iron Hands, and Substitute Zapdos that capitalize on these are crucial for its success. It's important to keep in mind that the player using Regieleki can also choose to double out when anticipating a Ground-type switch-in, allowing teammates to threaten these walls. In return, Regieleki eliminates Greninja, Iron Valiant, and Chien-Pao, which threaten its allies. Magnezone can equip an Assault Vest to check Choice Scarf users like Flutter Mane and Greninja, which zoom past Regieleki, and it can wear down Landorus-T and Quagsire as they repeatedly switch in. Sandy Shocks provides entry hazards to further wear down the opposing team, is bulky enough to bear a hit from and deal with Choice Scarf Sneasler, and puts pressure on Quagsire and Glimmora. Pawmot handles fast Ground-types like Landorus, applies pressure on Flying and Water teams with its Ice- and Grass-type coverage, and grants Regieleki a second chance at sweeping through Revival Blessing. Thundurus-T and Rotom-C are also appreciated, as Thundurus-T provides colorful coverage to deal with Poison- and Ground-types like Amoonguss and Great Tusk, while Rotom-C is able to greatly threaten the entirety of Water teams with its STAB moves.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
+1 SpD, user's next Electric move 2x power.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
15
Lowers the target's Sp. Atk by 2.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Electric power, can't sleep.
 
Power
Accuracy
100%
PP
10
More power the faster the user is than the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
250
Accuracy
100%
PP
5
Hits adjacent Pokemon. The user faints.
 
Power
80
Accuracy
100%
PP
5
Nearly always goes first.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
5
User's next move will not miss the target.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
50
Accuracy
100%
PP
40
Free user from hazards/bind/Leech Seed; +1 Spe.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
100
Accuracy
95%
PP
15
User is hurt by 50% of its max HP if it misses.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
120
Accuracy
100%
PP
10
Lasts 2-3 turns. Confuses the user afterwards.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
80
Accuracy
90%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
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