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101 - Electrode

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4
   

















 

Ability

Version Ability
All Soundproof / Static

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 60 50 70 80 80 150 490

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Charge - - 20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
1 Tackle 40 100% 35 Inflicts regular damage with no additional effect.
1 Screech - 85% 40 Lowers the target's Defense by two stages.
6 Sonic Boom - 90% 20 Inflicts 20 points of damage.
9 Thunder Shock 40 100% 30 Has a 10% chance to paralyze the target.
12 Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
15 Spark 65 100% 20 Has a 30% chance to paralyze the target.
18 Charge Beam 50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
21 Swift 60 - 20 Never misses.
24 Self-Destruct 200 100% 5 User faints.
27 Discharge 80 100% 15 Has a 30% chance to paralyze the target.
31 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
35 Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
39 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
43 Explosion 250 100% 5 User faints.
47 Gyro Ball - 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
51 Mirror Coat - 100% 20 Inflicts twice the damage the user received from the last special hit it took.
55 Thunder 110 70% 10 Has a 30% chance to paralyze the target.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt - 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder 110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM34 Shock Wave 60 - 20 Never misses.
TM41 Torment - 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM46 Thief 60 100% 25 Takes the target's item.
TM53 Energy Ball 1 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM57 Wild Charge 100 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM62 Bug Buzz 1 90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM64 Explosion 250 100% 5 User faints.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM74 Gyro Ball - 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Move Tutor Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
Move Tutor Rollout 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Sucker Punch 70 100% 5 Only works if the target is about to use a damaging move.
Move Tutor Swift 60 - 20 Never misses.

Wild Encounters

Route Method Level Chance
Route 218 🌅 Morning Lv. 38 - 39 10%
Route 218 🌞 Day Lv. 38 - 39 10%
Route 218 🌙 Night Lv. 38 - 39 10%

  1. This move was previously unavailable to this Pokémon