Raging Bolt
National: #1021· Blueberry: #237
Base stats
| HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | BST |
|---|---|---|---|---|---|---|
| 125 | 73 | 91 | 137 | 89 | 75 | 590 |
Abilities
Species-specific items
Signature moves
Moves that are learned only by this Pokémon line (Gen 9).
This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
Moves
User takes 1/4 the damage it inflicts in recoil.
User takes 1/3 the damage it inflicts in recoil.
User charges for one turn before attacking. During sunny day, the charge turn is skipped. During hail, rain dance, or sandstorm, power is halved. This move cannot be selected by sleep talk.
Has a 30% chance to paralyze the target.
User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.
Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.
No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.
User is forced to attack with this move for 2–3 turns,selected at random. After the last hit, the user becomes confused. safeguard does not protect against the confusion from this move.
The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.
Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.
Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.
If the user is burned, paralyzed, or poisoned, this move has double power.
If a weather move is active, this move has double power, and its type becomes the type of the weather move. shadow sky is typeless for the purposes of this move.
If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
Switches the target out for another of its trainer’s Pokémon selected at random. Wild battles end immediately. Doesn’t affect Pokémon with suction cups or under the effect of ingrain.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
If the target is in the first turn of dig, this move will hit with double power.
Lowers the target’s Speed by two stages.
User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Power is doubled if the user’s last move failed for any reason (i.e., produced the message "But it failed!") or was ineffective due to types.
Has a 30% chance to paralyze the target.
Has a 20% chance to lower the target’s Defense by one stage.
Inflicts regular damage, then switches the target out for another of its trainer’s Pokémon, selected at random. If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
Lowers the target’s Attack by one stage.
The user raises its allies’ morale with a draconic cry so that their future attacks have a heightened chance of landing critical hits. This rouses Dragon types more.
The user attacks by slamming its body into the target. The higher the user’s Defense, the more damage it can inflict on the target.
Lowers the target’s Speed by one stage.
Paralyzes the target.
Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.
Ignores accuracy and evasion modifiers.
User takes 1/4 the damage it inflicts in recoil.
Has a 70% chance to raise the user’s Special Attack by one stage.
Has a 100% chance to lower the target’s Special Attack by one stage.
Raises the user’s Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
Has a 100% chance to paralyze the target.
Raises the user’s Special Attack and Special Defense by one stage each.
The greater the user’s Speed compared to the target’s, the higher power this move has, to a maximum of 150. User’s Speed | Power -------------------------------- | ----: Up to 2× the target’s Speed | 60 Up to 3× the target’s Speed | 80 Up to 4× the target’s Speed | 120 More than 4× the target’s Speed | 150
Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user’s trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. ingrain’s effect will end.
Lowers the target’s Special Attack by two stages.
For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power. Changes nature power to thunderbolt.
Has a 30% chance to paralyze the target.
The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120
The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.
Has a 30% chance to make the target flinch. Power is doubled against Pokémon that have used minimize since entering the field.
Inflicts regular damage, then lowers the user’s Special Attack by two stages.
This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.
Has a 10% chance to raise all of the user’s stats one stage.
Has a 20% chance to make each target flinch. If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
Has a 10% chance to paralyze the target.
Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of protect and detect. During sunny day, this move has 50% accuracy.
