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Electrode sprite

#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. Hacks rebalance individual moves — Rising Ruby / Sinking Sapphire's docs are the authority on exact numbers.

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.
  • 1TacklenormalPhysical40 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.
  • SwaggernormalStatus85% 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 WaveelectricStatus90% 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

Click a game to see the learnset as it works there; click again to go back to the latest.