Pokemon Brilliant Diamond and Shining Pearl Electivire is a Electric Type Thunderbolt Pokémon, with a 3.9% Chance To Catch with a regular Pokeball. Electivire can be found with Motor Drive as an Ability and has a Medium Fast growth rate with a 3 Attack EV Yield. We recommend the Lonely Nature, based on 540 combined Base Stats.
Electivire Stats and Abilities
Based on Electivire Base IVs we consider this pokemon A-Tier choice. Electivire Highest IV Stat is Attack 123 and the Lowest being Defense 67.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 75 | 260 | 354 |
| A | Attack | 123 | 225 | 379 |
| F | Defense | 67 | 125 | 256 |
| C | Special Attack | 95 | 175 | 317 |
| E | Special Defense | 85 | 157 | 295 |
| D | Speed | 95 | 175 | 317 |
| A | Total | 540 |
| Electivire | Detail |
|---|---|
| Best Nature | Lonely
↑ +10% Attack↓ -10% Defense |
| Caught in the Wild Held Item Chance | 5% Electirizer |
| Like/Dislikes |
|
| EV Yield | 3 Attack |
| Growth Rate | Medium Fast |
| Catch Rate | 30 (3.9% with PokéBall, full HP) |
| Egg Groups | Human-Like |
| Egg Cycles | 25 (6,169–6,425 steps) |
| Abilities | Description |
|---|---|
Motor Drive Ability 1 | Raises Speed if hit by an Electric-type move. |
Vital Spirit Hidden Ability | Vital Spirit prevents the ability-bearer from falling asleep. This means that it also prevents the use of the move Rest. |
How To Evolve Electivire in BDSP
Elekid requires (Level 30) to evolve into Electabuzz and then (trade holding Electirizer) to evolve into Electivire.
| Base Form | Evolution Requirement | First Evolution | Evolution Requirement | Final Evolution |
|---|---|---|---|---|
|
Elekid
| Level 30 → |
Electabuzz
| trade holding
Electirizer ![]() → |
Electivire
|
Evolution ChartWhere To Find Electivire in BDSP
Electivire has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
Start |
Elekid
Lv. 16-63
| |
|
Start |
Elekid
Lv. 16-63
| |
|
Start |
Elekid
Lv. 16-63
| |
|
Start |
Elekid
Lv. 16-63
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Electivire Weakness
Electivire is a Electric Type pokemon. This will cause Electivire to take More Damage from Ground Type Moves, and Less Damage from , Steel, Electric Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage | |
| Immune to Damage |
What pokemon is Electivire Weak Against?
What pokemon is Electivire Strong Against?
Type Weakness ChartBest Moves Electivire in BDSP
Best Moveset for Electivire Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 64 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| 58 |
Thunder
| | Special | 165 | 70 | 10 | May paralyze opponent. |
| 46 |
Thunderbolt
| | Special | 135 | 100 | 15 | May paralyze opponent. |
| 1 |
Wild Charge
| | Physical | 135 | 100 | 15 | User receives recoil damage. |
Best Moveset for Electivire TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM01 |
Focus Punch
| | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM52 |
Focus Blast
| | Special | 120 | 70 | 5 | May lower opponent's Special Defense. |
Electivire Level Up Moves
List of Moves Electivire can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Wild Charge
|
Power:
135 Acc: 100
PP: 15
User receives recoil damage.
|
| 1 |
Quick Attack
|
Power: 40
Acc: 100
PP: 30
User attacks first.
|
| 1 |
Leer
|
Power: —
Acc: 100
PP: 30
Lowers opponent's Defense.
|
| 1 |
Thunder Shock
|
Power:
60 Acc: 100
PP: 30
May paralyze opponent.
|
| 1 |
Charge
|
Power: —
Acc: —
PP: 20
Raises user's Special Defense and next Electric move's power increases.
|
| 12 |
Swift
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| 16 |
Shock Wave
|
Power:
90 Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| 20 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
Paralyzes opponent.
|
| 24 |
Screech
|
Power: —
Acc: 85
PP: 40
Sharply lowers opponent's Defense.
|
| 28 |
Thunder Punch
|
Power:
112.5 Acc: 100
PP: 15
May paralyze opponent.
|
| 34 |
Discharge
|
Power:
120 Acc: 100
PP: 15
May paralyze opponent.
|
| 40 |
Low Kick
|
Power: —
Acc: 100
PP: 20
The heavier the opponent, the stronger the attack.
|
| 46 |
Thunderbolt
|
Power:
135 Acc: 100
PP: 15
May paralyze opponent.
|
| 52 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| 58 |
Thunder
|
Power:
165 Acc: 70
PP: 10
May paralyze opponent.
|
| 64 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
Electivire TM Moves
List of Moves Electivire can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM01 |
Focus Punch
|
Power: 150
Acc: 100
PP: 20
If the user is hit before attacking, it flinches instead.
|
| TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Opponent can only use moves that attack.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM16 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM23 |
Iron Tail
|
Power: 100
Acc: 75
PP: 15
May lower opponent's Defense.
|
| TM24 |
Thunderbolt
|
Power:
135 Acc: 100
PP: 15
May paralyze opponent.
|
| TM25 |
Thunder
|
Power:
165 Acc: 70
PP: 10
May paralyze opponent.
|
| TM26 |
Earthquake
|
Power: 100
Acc: 100
PP: 10
Power is doubled if opponent is underground from using Dig.
|
| TM27 |
Low Sweep
|
Power: 65
Acc: 100
PP: 20
Lowers opponent's Speed.
|
| TM28 |
Dig
|
Power: 80
Acc: 100
PP: 10
Digs underground on first turn, attacks on second. Can also escape from caves.
|
| TM29 |
Psychic
|
Power: 90
Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM31 |
Brick Break
|
Power: 75
Acc: 100
PP: 15
Breaks through Reflect and Light Screen barriers.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM34 |
Shock Wave
|
Power:
90 Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM35 |
Flamethrower
|
Power: 90
Acc: 100
PP: 15
May burn opponent.
|
| TM39 |
Rock Tomb
|
Power: 60
Acc: 95
PP: 15
Lowers opponent's Speed.
|
| TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Opponent cannot use the same move in a row.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM43 |
Volt Switch
|
Power:
105 Acc: 100
PP: 20
User must switch out after attacking.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM52 |
Focus Blast
|
Power: 120
Acc: 70
PP: 5
May lower opponent's Special Defense.
|
| TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Power depends on held item.
|
| TM57 |
Charge Beam
|
Power:
75 Acc: 90
PP: 10
May raise user's Special Attack.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
Paralyzes opponent.
|
| TM80 |
Rock Slide
|
Power: 75
Acc: 90
PP: 10
May cause flinching.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM83 |
Bulldoze
|
Power: 60
Acc: 100
PP: 20
Lowers opponent's Speed.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
| TM96 |
Strength
|
Power: 80
Acc: 100
PP: 15
|
| TM98 |
Rock Smash
|
Power: 40
Acc: 100
PP: 15
May lower opponent's Defense.
|
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