
#181 · Light Pokémon
Ampharos
electricIts tail shines bright and strong. It has been prized since long ago as a beacon for sailors.

Ampharos
electricBase stats
HP90
Attack75
Defense85
Sp. Atk115
Sp. Def90
Speed55
Total510
Abilities
Learnable moves 67
| Move | Type | Class | Power | Acc | PP | Forms |
|---|---|---|---|---|---|---|
| After You Makes the target act next this turn. | normal | status | — | — | 15 | All |
| Agility Raises the user's Speed by 2 stages. | psychic | status | — | — | 30 | All |
| Body Slam 30% chance to paralyze the target. | normal | physical | 85 | 100% | 15 | All |
| Breaking Swipe Lowers opposing Pokémon's Attack by 1 stage. | dragon | physical | 60 | 100% | 15 | All |
| Brick Break Destroys Reflect and Light Screen. | fighting | physical | 75 | 100% | 15 | All |
| Brutal Swing Inflicts regular damage with no additional effect. | dark | physical | 60 | 100% | 20 | All |
| Bulldoze Lowers every other Pokémon's Speed by 1 stage. | ground | physical | 60 | 100% | 20 | All |
| Charge Raises the user's Sp. Def by 1 stage. | electric | status | — | — | 20 | All |
| Charge Beam 70% chance to raise the user's Sp. Atk by 1 stage. | electric | special | 50 | 90% | 10 | All |
| Confuse Ray Confuses the target for 2 to 5 turns. | ghost | status | — | 100% | 10 | All |
| Cotton Guard Raises the user's Defense by 3 stages. | grass | status | — | — | 10 | All |
| Cotton Spore Lowers opposing Pokémon's Speed by 2 stages. | grass | status | — | 100% | 40 | All |
| Dazzling Gleam Inflicts regular damage with no additional effect. | fairy | special | 80 | 100% | 10 | All |
| Dig User digs underground, dodging all attacks, and hits next turn. | ground | physical | 80 | 100% | 10 | All |
| Discharge 30% chance to paralyze every other Pokémon. | electric | special | 80 | 100% | 15 | All |
| Double-Edge User takes 33% of the damage dealt as recoil. | normal | physical | 120 | 100% | 15 | All |
| Dragon Cheer | dragon | status | — | — | 15 | All |
| Dragon Pulse Inflicts regular damage with no additional effect. | dragon | special | 85 | 100% | 10 | All |
| Dragon Tail Priority -6: usually moves last. | dragon | physical | 60 | 90% | 10 | All |
| Eerie Impulse Lowers the target's Sp. Atk by 2 stages. | electric | status | — | 100% | 15 | All |
| Electric Terrain For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. | electric | status | — | — | 10 | All |
| Electro Ball Power is higher when the user has greater Speed than the target, up to a maximum of 150. | electric | special | — | 100% | 10 | All |
| Electroweb Lowers opposing Pokémon's Speed by 1 stage. | electric | special | 55 | 95% | 15 | All |
| Endeavor Lowers the target’s HP to equal the user’s. | normal | physical | — | 100% | 5 | All |
| Endure Priority +4: usually moves first. | normal | status | — | — | 10 | All |
| Facade Power doubles if user is burned, paralyzed, or poisoned. | normal | physical | 70 | 100% | 20 | All |
| Fire Punch 10% chance to burn the target. | fire | physical | 75 | 100% | 15 | All |
| Flatter Confuses the target for 2 to 5 turns. Raises the target's Sp. Atk by 1 stage. | dark | status | — | 100% | 15 | All |
| Fling Throws held item at the target; power depends on the item. | dark | physical | — | 100% | 10 | All |
| Focus Blast 10% chance to lower the target's Sp. Def by 1 stage. | fighting | special | 120 | 70% | 5 | All |
| Focus Punch Priority -3: usually moves last. | fighting | physical | 150 | 100% | 20 | All |
| Giga Impact User foregoes its next turn to recharge. | normal | physical | 150 | 90% | 5 | All |
| Helping Hand Priority +5: usually moves first. | normal | status | — | — | 20 | All |
| Hyper Beam User foregoes its next turn to recharge. | normal | special | 150 | 90% | 5 | All |
| Ice Punch 10% chance to freeze the target. | ice | physical | 75 | 100% | 15 | All |
| Iron Tail 30% chance to lower the target's Defense by 1 stage. | steel | physical | 100 | 75% | 15 | All |
| Light Screen Reduces damage from special attacks by 50% for five turns. | psychic | status | — | — | 30 | All |
| Low Kick Inflicts more damage to heavier targets, with a maximum of 120 power. | fighting | physical | — | 100% | 20 | All |
| Magnetic Flux Raises the user and its allies' Defense by 1 stage. Raises the user and its allies' Sp. Def by 1 stage. | electric | status | — | — | 20 | All |
| Mega Kick Inflicts regular damage with no additional effect. | normal | physical | 120 | 75% | 5 | All |
| Meteor Beam Requires a turn to charge before attacking. Raises the users Special Attack by 1 stage after the first turn. | rock | special | 120 | 90% | 10 | All |
| Outrage Hits every turn for 2-3 turns, then confuses the user. | dragon | physical | 120 | 100% | 10 | All |
| Parabolic Charge User recovers 50% of the damage dealt. | electric | special | 65 | 100% | 20 | All |
| Power Gem Inflicts regular damage with no additional effect. | rock | special | 80 | 100% | 20 | All |
| Protect Inflicts protect on the user. Priority +4: usually moves first. | normal | status | — | — | 10 | All |
| Rain Dance Changes the weather to rain for five turns. | water | status | — | — | 5 | All |
| Reflect Reduces damage from physical attacks by half. | psychic | status | — | — | 20 | All |
| Rest User sleeps for two turns, completely healing itself. | psychic | status | — | — | 5 | All |
| Rising Voltage If Electric Terrain is active and the user is grounded, this move has has its power doubled. | electric | special | 70 | 100% | 20 | All |
| Roar Forces the target out of battle. Priority -6: usually moves last. | normal | status | — | — | 20 | All |
| Round Has double power if it’s used more than once per turn. | normal | special | 60 | 100% | 15 | All |
| Safeguard Protects the user’s field from major status ailments and confusion for five turns. | normal | status | — | — | 25 | All |
| Screech Lowers the target's Defense by 2 stages. | normal | status | — | 85% | 40 | All |
| Sleep Talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | normal | status | — | — | 10 | All |
| Snore 30% chance to make the target flinch. | normal | special | 50 | 100% | 15 | All |
| Stomping Tantrum Has double power if the user’s last move failed. | ground | physical | 75 | 100% | 10 | All |
| Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | normal | status | — | — | 10 | All |
| Sunny Day Changes the weather to sunny for five turns. | fire | status | — | — | 5 | All |
| Supercell Slam | electric | physical | 100 | 95% | 15 | All |
| Thunder 30% chance to paralyze the target. | electric | special | 110 | 70% | 10 | All |
| Thunder Punch 10% chance to paralyze the target. | electric | physical | 75 | 100% | 15 | All |
| Thunder Wave Paralyzes the target. | electric | status | — | 90% | 20 | All |
| Thunderbolt 10% chance to paralyze the target. | electric | special | 90 | 100% | 15 | All |
| Trailblaze | grass | physical | 50 | 100% | 20 | All |
| Volt Switch User must switch out after attacking. | electric | special | 70 | 100% | 20 | All |
| Wild Charge User takes 25% of the damage dealt as recoil. | electric | physical | 90 | 100% | 15 | All |
| Zap Cannon Paralyzes the target. | electric | special | 120 | 50% | 5 | All |
