Stats, type matchups, abilities, learnset, current usage, and build context for Mega Eelektross in Pokemon Champions.

Poison - special / 40 BP / 100%
100% chance to lower the target's Sp. Def by 2.
Flying - physical / 55-110 BP / 100%
Power doubles if the user has no held item.
Fighting - physical / 80 BP / 100%
Uses user's Def stat as Atk in damage calculation.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Flying - physical / 85 BP / 85%
Bounces turn 1. Hits turn 2. 30% paralyze.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Poison - status
Raises user's Attack, Defense, accuracy by 1.
Ghost - status / 100%
Confuses the target.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Normal - physical / 75 BP / 95%
50% chance to lower the target's Defense by 1.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
Dragon - physical / 80 BP / 100%
No additional effect.
Dragon - special / 85 BP / 100%
No additional effect.
Dragon - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Electric - status / 100%
Lowers the target's Sp. Atk by 2.
Electric - status
5 turns. Grounded: +Electric power, can't sleep.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Fire - physical / 75 BP / 100%
10% chance to burn the target.
Fire - special / 90 BP / 100%
10% chance to burn the target.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Poison - status / 100%
Nullifies the target's Ability.
Grass - special / 75 BP / 100%
User recovers 50% of the damage dealt.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Steel - physical / 40-120 BP / 100%
More power the heavier the user than the target.
Ghost - special / 65-130 BP / 100%
Power doubles if the target has a status ailment.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Psychic - status
For 5 turns, special damage to allies is halved.
Water - physical / 85 BP / 100%
20% chance to lower the target's Defense by 1.
Bug - physical / 80 BP / 100%
100% chance to lower the target's Attack by 1.
Water - special / 90 BP / 85%
30% chance to lower the foe(s) accuracy by 1.
Dragon - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Poison - physical / 50 BP / 100%
50% chance to badly poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Psychic - physical / 85 BP / 100%
Destroys screens, unless the target is immune.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Electric - special / 70-140 BP / 100%
2x power if target is grounded in Electric Terrain.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Ground - physical / 75 BP / 100%
Power doubles if the user's last move failed.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - physical / 90%
Does damage equal to 1/2 target's current HP.
Electric - physical / 100 BP / 95%
User is hurt by 50% of its max HP if it misses.
Fighting - physical / 120 BP / 100%
Lowers the user's Attack and Defense by 1.
Normal - physical / 120 BP / 100%
Lasts 2-3 turns. Confuses the user afterwards.
Dark - physical / 80 BP / 100%
For 2 turns, the target cannot use sound moves.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 65 BP / 95%
10% chance to paralyze. 10% chance to flinch.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Bug - physical / 70 BP / 100%
User switches out after damaging the target.
Electric - special / 70 BP / 100%
User switches out after damaging the target.
Water - physical / 80 BP / 100%
20% chance to make the target flinch.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Electric - special / 120 BP / 50%
100% chance to paralyze the target.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.