Livewire sets an entry hazard around the target Pokémon, which will paralyze them upon switching in. It can stack up to 5 times, with each layer adding a 20% chance of incoming Pokemon being paralyzed upon switching in. This chance is doubled in the Rain.
Livewire has no effect against Flying-type, Electric-type, or Ground-type Pokémon or Pokémon with the Ability Limber, Levitate or Leaf Guard (during intense sunlight). However, a Flying or Levitating Pokémon will be affected if it is switched in while holding an Iron Ball, while Gravity is in effect or if Baton Passed an Ingrain. If an Electric or Ground-type Pokémon that is not also a Flying-type or has the Ability Levitate is switched in, it will absorb Livewire and the effect of Livewire will end. Also, if an Electric or Ground-type Pokémon that is also a Flying-type or has the Ability Levitate is switched in holding the item Iron Ball or while Gravity is in effect, it will absorb Livewire.
If a Pokémon is holding an Air Balloon, it will not be affected by Livewire, unless Gravity is in effect. An Electric or Ground-type Pokémon holding an Air Balloon will not absorb Livewire, unless Gravity is in effect.
In the event that both Livewire and Toxic Spikes are set on the field and the Pokémon switched in is capable of being affected by both, the Pokémon will first be poisoned before having the status immediately overwritten to paralysis, regardless of the order in which the two entry hazards are placed on the field.
By leveling up
|No Pokémon can learn this move via leveling up.|
|Bold indicates a Pokémon gains STAB from this move.|
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
|Variations of the move Spikes|