Quoted By:
>Switch Jam
>Electric, Status, 90% Acc, 5 PP, -5 Priority
"The user launches a weak jolt at the opposing trainer's pokeballs, disabling one randomly."
If the pokeball targetted contains the pokemon in battle, it can't be recalled. If it's one of the other pokeballs, the pokemon in it can't be sent out. Fails if the foe has three or fewer pokemon left. Lasts four turns.
>Energize
>Electric, Special, 85% Acc, 135 BP, 5 PP
"The user looses an enormous amount of energy at a target, inflicting terrible damage but sharply raising its Attack, Sp. Attack and Speed."
The user can select itself as a target for this move. If the move fails due to the target being immune to the attack, the target still gets the stat gain. This means if you have a Volt Absorb Jolteon, it can target itself and become an engine of destruction, or if they predict it and bring in Manectric or something (Lightning Rod redirects electric attacks to the user) then you're fucked.
>Circuit Breaker
>Electric, Special, 80 BP, -- Acc, 10 PP, +3 Priority
"The user generates a weak electric charge. The charge can be passed onto to other Pokemon via contact. After three turns, the charge inflicts damage on its holder."
The user creates an electric pulse, and if it makes contact with another pokemon or vice versa, the charge will move onto that pokemon and continue until the end of the last turn, when the holder takes the equivalent of a Base 80 electric attack calculated with the user's type and special attack stat.