BUILD DECISIONS

Electro Ball: evolution and compatible Pokémon

How this comparison works ↗

Original game · d567c6da

Upgrade recipe

Electro Ball L5 + Sprint this run + one gold evolution choice → Electro Ball +.

  1. Electro Ball · L5
  2. Sprint ×1
  3. Separate gold evolution choices ×1
  4. Electro Ball +

Still needed: 4 level upgrades · run card needed · gold choice not entered.

Permanent upgrades do not replace the run card. Each evolved move consumes its own gold choice; a ready recipe does not guarantee an offer.

Max level → evolution, with the same Pokémon and resource modifiers

Damage per second: 36.56 → 64.52 · Base power / support per stack: 14.5 → 26.1 · Activation interval: 0.46 → 0.46 s · Emitted count: 2 → 3

The extra max-level + card row and evolution row share the required run card. They show a target after the displayed requirements are met, without adding cards or a gold choice to your current inputs.

Original values and unitsL5Electro Ball +
Additional bounces57
Damage per hit14.526.1
Projectile / object count23
Spread parameter0.160.2
Every level and the evolution change
Move levelBase power / support per stackActivation interval (s)Emitted countPierces / bouncesMaximum stacksDuration (s)Damage per hitDamage per second
L1100.6210 / 3——1219.35
L2100.6210 / 4——1219.35
L314.50.6210 / 4——1727.42
L414.50.4610 / 4——1736.56
L514.50.4620 / 5——1736.56
L5 + Sprint14.50.4620 / 5——1736.56
Electro Ball + ✦26.10.4630 / 7——3064.52

More projectiles or contacts increase potential coverage. Single-target damage uses only the hits and uptime you enter.

Adjust this run +

Changing species resets species-specific moves, TM teaching and traits. Shared resource and target inputs remain. Candidate links always carry that candidate’s legal context.

Which compatible Pokémon already learned this TM?

Only selected species are treated as taught. Unselected TM-only candidates stay unavailable; no TM or purchase is granted automatically.

Enter only moves, cards and Bonds already obtained. A stage label does not supply missing resources. Traits are entered conditions; select the nature and ability you actually have.

Move 1
Cards taken this run · Permanent upgrades · Permanently taught TMs
Calculation conditions

Top 5 legal fits for these resources

Conditional strategy score, not measured win rate. Each candidate uses only this move (plus one legal matching L1 attack for support); cards, equipment, nature, targets and version stay the same. A selected ability applies only to species with that ability.

64 legal candidates · 0 TM-only candidates still need teaching.

  1. Xurkitree37.49 Strategy score

    Natural pool or default starter

    Damage per second: 32.26With maintained support: 32.26Damage per enemy hit: 101.94Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  2. Raikou33 Strategy score

    Natural pool or default starter

    Damage per second: 25.81With maintained support: 25.81Damage per enemy hit: 100Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  3. Regieleki32.71 Strategy score

    Natural pool or default starter

    Damage per second: 24.19With maintained support: 24.19Damage per enemy hit: 115.25Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  4. Jolteon32.47 Strategy score

    Natural pool or default starter

    Damage per second: 25.81With maintained support: 25.81Damage per enemy hit: 108.12Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

  5. Zeraora32.14 Strategy score

    Natural pool or default starter

    Damage per second: 24.19With maintained support: 24.19Damage per enemy hit: 100Earned Bonds: 0Resource cost: 0

    Nature: Hardy · ability: None. Purchase/roll ownership is entered, not assumed purchased.

All default starters (0)
PokémonLearning relation
All TM-only additional learners (9)

Only selected species are treated as taught. Unselected TM-only candidates stay unavailable; no TM or purchase is granted automatically.

Permanently taught TMs ↗
PokémonLearning relation
MewtwoRequires permanent teaching before this move is legal; catalog price 660.
MewRequires permanent teaching before this move is legal; catalog price 660.
MagearnaRequires permanent teaching before this move is legal; catalog price 660.
ScorbunnyRequires permanent teaching before this move is legal; catalog price 660.
RabootRequires permanent teaching before this move is legal; catalog price 660.
CinderaceRequires permanent teaching before this move is legal; catalog price 660.
WoolooRequires permanent teaching before this move is legal; catalog price 660.
DubwoolRequires permanent teaching before this move is legal; catalog price 660.
GholdengoRequires permanent teaching before this move is legal; catalog price 660.
Current reference build
Legal with the entered resourcesOriginal game · d567c6da

Use Electro Ball together in group 1, with the resources listed below.

Game edition: Original game. Execution rules: 5c97df2e.

  • Bonds required 0 · Earned Bonds 0
  • Separate gold evolution choices 0
  • Cards taken this run No run cards required
  • Held item No held item assumed
  • Permanent upgrades No permanent purchases assumed
19.35Damage per secondCurrent stacks
19.35With maintained supportSupport gain: 0 DPS
0 /sHP regenerated per second
124.61Damage per enemy hit

DPS uses the entered contacts and target availability. Extra projectiles do not guarantee extra hits on one target. Only the support stacks entered as currently active are applied.

Upgrade order and alternatives
  1. Electro Ball: level 1 → 5, obtain Sprint, then select its separate gold evolution.

Until the missing resources are obtained, keep the real starting move Thunder Shock at level 1 with 0 Bonds.

Move-level growth at the same conditions

Compare damage at each move level with the same Pokémon, ability and enemy. The final row shows the evolved attack.

L1L2L3L4L5
Move levelDamage per hitDamage per second
11219.35
21219.35
31727.42
41736.56
51736.56
Electro Ball + ✦3064.52

Maximum level → evolved, at the same conditions: 36.56 → 64.52 DPS. Electro Ball: level 5 → 5, obtain Sprint, then select its separate gold evolution.

Original values and units
MoveDamage per hitActivation intervalDamage per secondPotential emitted output
Electro Ball120.62 s19.3518.77

Separate status damage: 0 DPS · Status DPS after one modeled group contact: 0 DPS

Burn and poison are shown separately. Shared stack limits prevent counting the same status once per move. This plan assumes the listed support stays active. Downtime or switching groups can reduce the benefit.

  • Inputs without a complete version use the displayed rules. Check the edition and build before comparing.

An electric ball that jumps from enemy to enemy.

Bouncing projectile · Electric · Special · Only the selected slot attacks. Bonded moves in that slot can fire together.

Attack behavior diagram

Attack behavior diagram: Projectiles rebound between different targetsSchematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.PlayerTargetEffect area
Projectiles rebound between different targets

Count: 1 · Projectile speed: 340 world units/s · Additional bounces: 3

Schematic, not a collision simulation. Symbols and distances illustrate behavior; the values below are game data.

Details

Each projectile can rebound to unhit enemies within 220 world units. Bounce count is additional targets after the first hit, not repeated hits on the same enemy.

Level-up card effects

LevelsEffect
2Additional bounces +1
3Damage ×1.45
4Cooldown ×0.75
5Count +1 · Additional bounces +1 · Spread ×1.3

Levels

These are the initialized move parameters at each level, before player upgrades, type effectiveness and weather. Damage is per hit, not universal single-target DPS. Full-circle arcs display as 360°.

LevelsDamage per hitActivation intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusAdditional bounces
1100.62 s1340 world units/s1.6 s0.12 rad73
2100.62 s1340 world units/s1.6 s0.12 rad74
314.50.62 s1340 world units/s1.6 s0.12 rad74
414.50.465 s1340 world units/s1.6 s0.12 rad74
514.50.465 s2340 world units/s1.6 s0.156 rad75

Move evolution

Reach the move’s maximum level, take its required stat card during this run, then choose its evolution card. Permanent upgrades do not substitute for that card.

Electro Ball + · 5 · Sprint
Damage per hitActivation intervalProjectile / object countProjectile speedProjectile lifetimeSpread parameterProjectile radiusAdditional bounces
26.10.465 s3340 world units/s1.6 s0.203 rad77

Learnable moves

PokémonTypesAttack multiplierStarting move
PikachuElectric×1Thunder Shock
RaichuElectric×1.2Thunder Shock
MagnemiteElectric / Steel×1.22Thunder Shock
MagnetonElectric / Steel×1.36Thunder Shock
VoltorbElectric×1Thunder Shock
ElectrodeElectric×1.14Thunder Shock
ElectabuzzElectric×1.22Thunder Shock
JolteonElectric×1.31Thunder Shock
ZapdosElectric / Flying×1.39Thunder Shock
ChinchouWater / Electric×1.01Water Gun
LanturnWater / Electric×1.12Water Gun
PichuElectric×0.92Thunder Shock
MareepElectric×1.06Thunder Shock
FlaaffyElectric×1.14Thunder Shock
AmpharosElectric×1.33Thunder Shock
ElekidElectric×1.06Thunder Shock
RaikouElectric×1.33Thunder Shock
ElectrikeElectric×1.06Thunder Shock
ManectricElectric×1.28Thunder Shock
PlusleElectric×1.17Thunder Shock
MinunElectric×1.11Thunder Shock
ShinxElectric×1.06Thunder Shock
LuxioElectric×1.17Thunder Shock
LuxrayElectric×1.36Thunder Shock
PachirisuElectric×0.95Thunder Shock
MagnezoneElectric / Steel×1.42Thunder Shock
ElectivireElectric×1.38Thunder Shock
RotomElectric / Ghost×1.22Thunder Shock
EmolgaElectric / Flying×1.11Thunder Shock
JoltikBug / Electric×1.01Bug Bite
GalvantulaBug / Electric×1.23Bug Bite
TynamoElectric×1Thunder Shock
EelektrikElectric×1.17Thunder Shock
EelektrossElectric×1.33Thunder Shock
ThundurusElectric / Flying×1.39Thunder Shock
ZekromDragon / Electric×1.52Dragon Rage
HelioptileElectric / Normal×1.04Thunder Shock
HelioliskElectric / Normal×1.3Thunder Shock
DedenneElectric / Fairy×1.15Thunder Shock
CharjabugBug / Electric×1.15Bug Bite
VikavoltBug / Electric×1.5Bug Bite
TogedemaruElectric / Steel×1.24Thunder Shock
Tapu KokoElectric / Fairy×1.33Thunder Shock
XurkitreeElectric×1.65Thunder Shock
ZeraoraElectric×1.32Thunder Shock
YamperElectric×0.95Thunder Shock
BoltundElectric×1.2Thunder Shock
ToxelElectric / Poison×1Thunder Shock
ToxtricityElectric / Poison×1.33Thunder Shock
PincurchinElectric×1.26Thunder Shock
MorpekoElectric / Dark×1.22Thunder Shock
DracozoltElectric / Dragon×1.25Thunder Shock
ArctozoltElectric / Ice×1.25Thunder Shock
RegielekiElectric×1.25Thunder Shock
PawmiElectric×0.97Thunder Shock
PawmoElectric / Fighting×1.11Thunder Shock
PawmotElectric / Fighting×1.33Thunder Shock
TadbulbElectric×1.02Thunder Shock
BelliboltElectric×1.27Thunder Shock
WattrelElectric / Flying×1Thunder Shock
KilowattrelElectric / Flying×1.28Thunder Shock
Sandy ShocksElectric / Ground×1.37Thunder Shock
Iron HandsFighting / Electric×1.47Karate Chop
Iron ThornsRock / Electric×1.44Rock Throw

Current evolved attacks

All 97 original evolved moves now display their base localized name followed by “ +”. Requirements and evolution modifiers stay the same; previous names remain searchable aliases. Meteor Mash is now damage 24, radius 48 and knockback 70 (previously 34/54/80); cooldown 1.4 s and count 2 are unchanged. Every level and evolved output is calculated from this updated base.

Original and embedded edition

These additions apply to the pinned original release 1a52cc838c. The embedded community game uses its separate published rules snapshot: its Meteor Mash and legacy evolution names are retained by the Community model, and the new original-only Orbs, Plate scoring and item-break assumptions are not applied to it.

Current original category

Special · d567c6da · 2026-10-20

Uses Special Attack against the target’s Special Defense. Nasty Plot applies; physical Attack support does not.

These figures describe the cited original-source snapshot. The embedded community edition has its own release; consult its version notes for adapted rules.

Game data & sources

The linked game files show where these stats, costs and rules come from. Updates to the game may change them.

Data version: d567c6da

Data version →

TM compatibility

Only the listed compatible, off-type TMs can add new moves. Type + Normal natural moves need no TM. Teaching consumes one unused TM permanently; known moves cannot be taught twice. Taught moves join level-up cards and non-buff starting choices. Compatibility alone does not mean already learned.

Price / coinsCompatible Pokémon
660Mewtwo · Mew · Magearna · Scorbunny · Raboot · Cinderace · Wooloo · Dubwool · Gholdengo

Abilities

HP, weather and target conditions are explicit inputs. Ability startup precedes cards/items. Frame-based random/proc effects are reported separately; sustained DPS still needs your hit/occupancy assumptions. Hustle expectation averages rounded weak/normal branches. Absorb/dodge grant 0.3s invulnerability; pure damage bypasses them.

Abilities