#0101
Electrode
electric1.2 m · 66.6 kg
Base stats — 490 total
- HP
- 60
- Atk
- 50
- Def
- 70
- SpA
- 80
- SpD
- 80
- Spe
- 150
Abilities
- Soundproof
- Static
- Aftermath hidden
Learnset
What Electrode learns in Omega Ruby / Alpha Sapphire. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level20
- 1ChargeelectricStatus20 PPRaises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
- 1Magnetic FluxelectricStatus20 PPRaises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
- 1Sonic BoomnormalSpecial90% acc20 PPInflicts 20 points of damage.
- 1SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
- 1TacklenormalPhysical50 BP100% acc35 PPInflicts regular damage with no additional effect.
- 4Sonic BoomnormalSpecial90% acc20 PPInflicts 20 points of damage.
- 6Eerie ImpulseelectricStatus100% acc15 PPLowers the target’s Special Attack by two stages.
- 9SparkelectricPhysical65 BP100% acc20 PPHas a chance to paralyze the target.
- 11RolloutrockPhysical30 BP90% acc20 PPPower doubles every turn this move is used in succession after the first, resetting after five turns.
- 13ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
- 16Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- 20SwiftnormalSpecial60 BP20 PPNever misses.
- 22Electro BallelectricSpecial100% acc10 PPPower is higher when the user has greater Speed than the target, up to a maximum of 150.
- 26Self DestructnormalPhysical200 BP100% acc5 PPUser faints.
- 29Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
- 36Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- 41DischargeelectricSpecial80 BP100% acc15 PPHas a chance to paralyze the target.
- 47ExplosionnormalPhysical250 BP100% acc5 PPUser faints.
- 54Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
- 58Mirror CoatpsychicSpecial100% acc20 PPInflicts twice the damage the user received from the last special hit it took.
TM/HM30
- Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
- Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
- ExplosionnormalPhysical250 BP100% acc5 PPUser faints.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
- FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
- Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
- Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
- Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
- Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
- RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
- Secret PowernormalPhysical70 BP100% acc20 PPHas a chance to inflict a status effect which depends upon the terrain.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
- SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
- TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
- ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
- ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
- Thunder WaveelectricStatus100% acc20 PPParalyzes the target.
- ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
- TormentdarkStatus100% acc15 PPPrevents the target from using the same move twice in a row.
- ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
- Volt SwitchelectricSpecial70 BP100% acc20 PPUser must switch out after attacking.
- Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
Tutor6
- Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
- Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
- Magnet RiseelectricStatus10 PPUser is immune to Ground moves and effects for five turns.
- Shock WaveelectricSpecial60 BP20 PPNever misses.
- Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
- SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
Appears in — 23 games
- red green japan
- blue japan
- Red / Blue
- Yellow
- Gold / Silver
- Crystal
- Ruby / Sapphire
- Emerald
- Colosseum
- XD
- FireRed / LeafGreen
- Diamond / Pearl
- Platinum
- HeartGold / SoulSilver
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Let's Go Pikachu / Eevee
- Brilliant Diamond / Shining Pearl
- Scarlet / Violet