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Discharge · Electabuzz
Signature moves

Discharge · Electabuzz

Discharge · Data version 164 · Snapshot date 2026-10-22

ElectabuzzElectabuzz
Electric

₽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 & mechanicsBefore learningAfter learning
Damage per hit2249
Single-target DPS33.8575.38
Range130px130px
Seconds per attack0.65s0.65s
Total placement and evolution cost₽1,325₽2,925
Attack typeElectricElectric

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Hits every enemy in range—✓
Stun chance per hit—0.2
Stun duration (s)—0.7

Budget the full build

Electabuzz₽1,325Elekid₽450
Discharge+₽1,600₽2,925

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.