| Gen  |  Move  |  Category  |  Contest  |  Power  |  Accuracy  |  PP  |  Range  |  Description  | 
 | VII  |  10,000,000 Volt Thunderbolt  |  Special  |    |  195  |  —%  |  1 (max 1)  |     |  The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily.  | 
  | VIII  |  Aura Wheel  |  Physical  |    |  110  |  100%  |  10 (max 16)  |     |  Morpeko attacks and boosts its Speed stat with the energy stored in its cheeks. This move's type changes depending on the user's form.  | 
  | VIII  |  Bolt Beak  |  Physical  |    |  85  |  100%  |  10 (max 16)  |     |  The user stabs the target with its electrified beak. This move's power is doubled if the user moves before the target.  | 
  | V  |  Bolt Strike  |  Physical  |  Beautiful  |  130  |  85%  |  5 (max 8)  |     |  The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis.  | 
  | VII  |  Buzzy Buzz  |  Special  |    |  90  |  100%  |  20 (max 32)  |     |  The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis.  | 
  | VII  |  Catastropika  |  Physical  |    |  210  |  —%  |  1 (max 1)  |     |  The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force.  | 
  | III  |  Charge  |  Status  |  Clever  |  —  |  —%  |  20 (max 32)  |     |  The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat.  | 
  | IV  |  Charge Beam  |  Special  |  Beautiful  |  50  |  90%  |  10 (max 16)  |     |  The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat.  | 
  | IV  |  Discharge  |  Special  |  Beautiful  |  80  |  100%  |  15 (max 24)  |     |  The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis.  | 
  | IX  |  Double Shock  |  Physical  |    |  120  |  100%  |  5 (max 8)  |     |  The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type.  | 
  | VI  |  Eerie Impulse  |  Status  |  Clever  |  —  |  100%  |  15 (max 24)  |     |  The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.  | 
  | VI  |  Electric Terrain  |  Status  |  Clever  |  —  |  —%  |  10 (max 16)  |     |  The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep.  | 
  | VI  |  Electrify  |  Status  |  Clever  |  —  |  —%  |  20 (max 32)  |     |  If the target is electrified before it uses a move, the target's move becomes Electric type for that turn.  | 
  | V  |  Electro Ball  |  Special  |  Cool  |  —  |  100%  |  10 (max 16)  |     |  The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.  | 
  | IX  |  Electro Drift  |  Special  |    |  100  |  100%  |  5 (max 8)  |     |  The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit.  | 
  | IX  |  Electro Shot  |  Special  |    |  130  |  100%  |  10 (max 16)  |     |  The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain.  | 
  | V  |  Electroweb  |  Special  |  Beautiful  |  55  |  95%  |  15 (max 24)  |     |  The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.  | 
  | V  |  Fusion Bolt  |  Physical  |  Cool  |  100  |  100%  |  5 (max 8)  |     |  The user throws down a giant lightning bolt. This move's power is boosted when influenced by an enormous flame.  | 
  | VII  |  Gigavolt Havoc  |  Physical  |    |  —  |  —%  |  1 (max 1)  |     |  The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.  | 
  | VII  |  Gigavolt Havoc  |  Special  |    |  —  |  —%  |  1 (max 1)  |     |  The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.  | 
  | VIII  |  G-Max Stun Shock  |  Physical  |    |  —  |  —%  |  3 (max 4)  |     |  An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.  | 
  | VIII  |  G-Max Stun Shock  |  Special  |    |  —  |  —%  |  3 (max 4)  |     |  An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.  | 
  | VIII  |  G-Max Volt Crash  |  Physical  |    |  —  |  —%  |  3 (max 4)  |     |  An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.  | 
  | VIII  |  G-Max Volt Crash  |  Special  |    |  —  |  —%  |  3 (max 4)  |     |  An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.  | 
  | VI  |  Ion Deluge  |  Status  |  Beautiful  |  —  |  —%  |  25 (max 40)  |     |  The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.  | 
  | IV  |  Magnet Rise  |  Status  |  Clever  |  —  |  —%  |  10 (max 16)  |     |  The user levitates using electrically generated magnetism for five turns.  | 
  | VI  |  Magnetic Flux  |  Status  |  Clever  |  —  |  —%  |  20 (max 32)  |     |  The user manipulates magnetic fields, which boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the Minus Ability.  | 
  | VIII  |  Max Lightning  |  Physical  |    |  —  |  —%  |  3 (max 4)  |     |  This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.  | 
  | VIII  |  Max Lightning  |  Special  |    |  —  |  —%  |  3 (max 4)  |     |  This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns.  | 
  | VI  |  Nuzzle  |  Physical  |  Cute  |  20  |  100%  |  20 (max 32)  |     |  The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.  | 
  | VIII  |  Overdrive  |  Special  |    |  80  |  100%  |  10 (max 16)  |     |  The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration.  | 
  | VI  |  Parabolic Charge  |  Special  |  Clever  |  65  |  100%  |  20 (max 32)  |     |  The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.  | 
  | VII  |  Pika Papow  |  Special  |    |  —  |  —%  |  1 (max 1)  |     |  The more Pikachu loves its Trainer, the greater the move’s power. It never misses.  | 
  | VII  |  Plasma Fists  |  Physical  |    |  100  |  100%  |  15 (max 24)  |     |  The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.  | 
  | VIII  |  Rising Voltage  |  Special  |    |  70  |  100%  |  20 (max 32)  |     |  The user attacks with electricity rising from the ground. This move's power is doubled if the target is on Electric Terrain.  | 
  | III  |  Shock Wave  |  Special  |  Cool  |  60  |  —%  |  20 (max 32)  |     |  The user strikes the target with a quick jolt of electricity. This attack never misses.  | 
  | II  |  Spark  |  Physical  |  Cool  |  65  |  100%  |  20 (max 32)  |     |  The user attacks the target with an electrically charged tackle. This may also leave the target with paralysis.  | 
  | VII  |  Stoked Sparksurfer  |  Special  |    |  175  |  —%  |  1 (max 1)  |     |  After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis.  | 
  | IX  |  Supercell Slam  |  Physical  |    |  100  |  95%  |  15 (max 24)  |     |  The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead.  | 
  | I  |  Thunder  |  Special  |  Cool  |  110  |  70%  |  10 (max 16)  |     |  A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.  | 
  | VIII  |  Thunder Cage  |  Special  |    |  80  |  90%  |  15 (max 24)  |     |  The user traps the target inside a cage of sparking electricity that inflicts damage for four to five turns.  | 
  | IV  |  Thunder Fang  |  Physical  |  Cool  |  65  |  95%  |  15 (max 24)  |     |  The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.  | 
  | I  |  Thunder Punch  |  Physical  |  Cool  |  75  |  100%  |  15 (max 24)  |     |  The target is attacked with an electrified punch. This may also leave the target with paralysis.  | 
  | I  |  Thunder Shock  |  Special  |  Cool  |  40  |  100%  |  30 (max 48)  |     |  The user attacks the target with a jolt of electricity. This may also leave the target with paralysis.  | 
  | I  |  Thunder Wave  |  Status  |  Cool  |  —  |  90%  |  20 (max 32)  |     |  The user launches a weak jolt of electricity that paralyzes the target.  | 
  | I  |  Thunderbolt  |  Special  |  Cool  |  90  |  100%  |  15 (max 24)  |     |  The user attacks the target with a strong electric blast. This may also leave the target with paralysis.  | 
  | IX  |  Thunderclap  |  Special  |    |  70  |  100%  |  5 (max 8)  |     |  This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack.  | 
  | V  |  Volt Switch  |  Special  |  Cool  |  70  |  100%  |  20 (max 32)  |     |  After making its attack, the user rushes back to switch places with a party Pokémon in waiting.  | 
  | III  |  Volt Tackle  |  Physical  |  Cool  |  120  |  100%  |  15 (max 24)  |     |  The user electrifies itself and charges the target to inflict damage. This also damages the user quite a lot and may leave the target with paralysis.  | 
  | V  |  Wild Charge  |  Physical  |  Tough  |  90  |  100%  |  15 (max 24)  |     |  The user shrouds itself in electricity and smashes into its target. This also damages the user a little.  | 
  | VIII  |  Wildbolt Storm  |  Special  |    |  100  |  80%  |  10 (max 16)  |     |  The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis.  | 
  | II  |  Zap Cannon  |  Special  |  Cool  |  120  |  50%  |  5 (max 8)  |     |  The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis.  | 
  | VII  |  Zing Zap  |  Physical  |    |  80  |  100%  |  10 (max 16)  |     |  The user crashes into the target, delivering a powerful electric shock. This may also make the target flinch.  | 
  | VII  |  Zippy Zap  |  Physical  |    |  80  |  100%  |  10 (max 16)  |     |  The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit.  | 
  | All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.  |