Single matchups use 1.6, 0.6 or 0.3. Dual types multiply, with the result clamped between 0.3 and 2.4. Weather is a separate multiplier.
Types
| Attack type | Target type | Effect |
|---|---|---|
| Electric | Normal | ×1 |
| Electric | Fire | ×1 |
| Electric | Water | ×1.6 |
| Electric | Grass | ×0.6 |
| Electric | Electric | ×0.6 |
| Electric | Ice | ×1 |
| Electric | Fighting | ×1 |
| Electric | Poison | ×1 |
| Electric | Ground | ×0.3 |
| Electric | Flying | ×1.6 |
| Electric | Psychic | ×1 |
| Electric | Bug | ×1 |
| Electric | Rock | ×1 |
| Electric | Ghost | ×1 |
| Electric | Dragon | ×0.6 |
| Electric | Dark | ×1 |
| Electric | Steel | ×1 |
| Electric | Fairy | ×1 |
Moves
| Moves | Types | Attack behavior | Damage | Cooldown | Move evolution |
|---|---|---|---|---|---|
| Thunder Shock | Electric | Projectile | 13 | 0.4 s | Thunder |
| Discharge | Electric | Persistent aura | 8 | 0.45 s | Electric Terrain |
| Thunderbolt | Electric | Chain | 21 | 0.95 s | Zap Cannon |
Builds
An editable starting point: Xurkitree
Load this Pokémon with its real starting move, then choose upgrades and earned Bonds in the planner. This is an example, not a measured best build.
Load in plannerPokémon
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: 89ee17ad
Data version →


























































