Thunder · Zapdos
Thunder · Data version 164 · Snapshot date 2026-10-22
₽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 & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 33 | 48 |
| Single-target DPS | 50.77 | 73.85 |
| Range | 130px | 130px |
| Seconds per attack | 0.65s | 0.65s |
| Total placement and evolution cost | ₽1,550 | ₽4,350 |
| 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 |
|---|---|---|
| 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 |
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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.