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Thunder · Zapdos
Signature moves

Thunder · Zapdos

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

ZapdosZapdos
Electric

₽2,800Buy 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 hit3348
Single-target DPS50.7773.85
Range130px130px
Seconds per attack0.65s0.65s
Total placement and evolution cost₽1,550₽4,350
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
Pool created by a hit / Effect radius (px)—30
Pool created by a hit / Damage per second—35
Pool created by a hit / Duration (s)—3
Pool created by a hit / Additional incoming-damage fraction—0.1
Pool created by a hit / Trigger interval (s)—0.5

Budget the full build

Zapdos₽1,550
Thunder+₽2,800₽4,350

Other choices for this Pokémon

Full battle details

Conditional effects

Hit-damage multiplier
1.45
Pool created by a hit › Effect radius (px)
30
Pool created by a hit › Damage per second
35
Pool created by a hit › Duration (s)
3
Pool created by a hit › Additional incoming-damage fraction
0.1
Pool created by a hit › Trigger interval (s)
0.5

Result

Damage per hit
48
Attack range (px)
130
Seconds between attacks
0.65
Maximum chain targets
5
Attack or effect type
Electric
Can detect hidden Ghost enemies
—
Pool created by a hit › Effect radius (px)
30
Pool created by a hit › Damage per second
35
Pool created by a hit › Duration (s)
3
Pool created by a hit › Additional incoming-damage fraction
0.1
Pool created by a hit › Trigger interval (s)
0.5

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.

Successful hits can leave temporary pools beneath targets, subject to a separate creation interval. Pools damage enemies standing inside and may increase incoming damage of their type. Their damage bypasses armor but still follows type matchups; repeated rapid hits do not necessarily create another pool each time.