Discharge · Electabuzz
Discharge · Data version 164 · Snapshot date 2026-10-22
₽1,600Buy the signature move
Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.
What changes in battle?
| Stats & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 22 | 49 |
| Single-target DPS | 33.85 | 75.38 |
| Range | 130px | 130px |
| Seconds per attack | 0.65s | 0.65s |
| Total placement and evolution cost | ₽1,325 | ₽2,925 |
| Attack type | Electric | Electric |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After learning |
|---|---|---|
| Hits every enemy in range | — | ✓ |
| Stun chance per hit | — | 0.2 |
| Stun duration (s) | — | 0.7 |
Budget the full build
Other choices for this Pokémon
Full battle details
Conditional effects
- Hits every enemy in range
- ✓
- Stun chance per hit
- 0.2
- Stun duration (s)
- 0.7
- Hit-damage multiplier
- 2.22
Result
- Damage per hit
- 49
- Attack range (px)
- 130
- Seconds between attacks
- 0.65
- Maximum chain targets
- 5
- Purchase or upgrade cost
- 875
- Attack or effect type
- Electric
- Can detect hidden Ghost enemies
- —
- Hits every enemy in range
- ✓
- Stun chance per hit
- 0.2
- Stun duration (s)
- 0.7
Conditional effects
The first hit jumps between nearby eligible enemies, with damage weakening on each jump. A chain cannot repeatedly bounce through the same enemy. It benefits from tightly packed groups; the listed target limit is not that many full-strength hits against one boss.
Each attack hits every eligible enemy inside the attacker's range. This is local area damage, not a map-wide attack. Overlap the range with a long or crowded section of route, while checking that the attack type can actually hurt the incoming enemies.
Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.