#0101:
Electrode
Types:
Electric
Size:
1.19m, 66.59kgGrass Knot: 80
Soundproof,
Aftermath,
Electric Surge (H)
Base Stats:
HP:
60
Attack:
50
Defense:
70
Sp.Atk:
80
Sp.Def:
80
Speed:
150
Total:
490
Locations:
Name
Method
Level
Chance
Route 218
Walking
39
10%
Additional Info:
Wild Held Items:
This Pokémon does not hold an item in the wild.
Egg Groups:
Mineral
Gender ratio:
100% genderless
Locations:
Name
Method
Level
Chance
Route 218
Walking
39
10%
Alternative Forms
Moves learnt via level-up
1
Tackle
Normal
Power
40
Accuracy
100
PP
56
A physical attack in which the user charges and slams into the target with its whole body.
1
Charge
Electric
Accuracy
--
PP
32
The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.
1
Magnetic Flux
Electric
Accuracy
--
PP
32
The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
1
Screech
Normal
Accuracy
85
PP
64
An earsplitting screech harshly lowers the target’s Defense stat.
6
Eerie Impulse
Electric
Accuracy
100
PP
24
The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.
9
Thunder Shock
Electric
Power
40
Accuracy
100
PP
48
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
12
Rollout
Rock
Power
30
Accuracy
90
PP
32
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
15
Spark
Electric
Power
65
Accuracy
100
PP
32
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
18
Charge Beam
Electric
Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
21
Swift
Normal
Power
60
Accuracy
--
PP
32
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
22
Electro Ball
Electric
Power
1
Accuracy
100
PP
16
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.
24
Self-Destruct
Normal
Power
200
Accuracy
100
PP
8
The user attacks everything around it by causing an explosion. The user faints upon using this move.
27
Discharge
Electric
Power
80
Accuracy
100
PP
24
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
31
Light Screen
Psychic
Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
35
Magnet Rise
Electric
Accuracy
--
PP
16
The user levitates using electrically generated magnetism for five turns.
39
Thunderbolt
Electric
Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
43
Explosion
Normal
Power
250
Accuracy
100
PP
8
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
47
Gyro Ball
Steel
Power
1
Accuracy
100
PP
8
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.
51
Mirror Coat
Psychic
Power
1
Accuracy
100
PP
32
A retaliation move that counters any special attack, inflicting double the damage taken.
55
Thunder
Electric
Power
110
Accuracy
70
PP
16
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
Moves learnt via Technical Machine
Toxic
Poison
Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Hidden Power
Normal
Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.
Taunt
Dark
Accuracy
100
PP
32
The target is taunted into a rage that allows it to use only attack moves for three turns.
Hyper Beam
Normal
Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.
Light Screen
Psychic
Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
Protect
Normal
Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Rain Dance
Water
Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
Thunderbolt
Electric
Power
90
Accuracy
100
PP
24
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
Thunder
Electric
Power
110
Accuracy
70
PP
16
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Reflect
Psychic
Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Shock Wave
Electric
Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.
Torment
Dark
Accuracy
100
PP
24
The user torments and enrages the target, making it incapable of using the same move twice in a row.
Facade
Normal
Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Volt Switch
Electric
Power
70
Accuracy
100
PP
32
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
Rest
Psychic
Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
Thief
Dark
Power
60
Accuracy
100
PP
40
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
Energy Ball
Grass
Power
90
Accuracy
100
PP
16
The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.
Wild Charge
Electric
Power
100
Accuracy
100
PP
24
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
Endure
Normal
Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Bug Buzz
Bug
Power
90
Accuracy
100
PP
16
The user generates a damaging sound wave by vibration. This may also lower the target’s Sp. Def stat.
Explosion
Normal
Power
250
Accuracy
100
PP
8
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
Giga Impact
Normal
Power
150
Accuracy
90
PP
8
The user charges at the target using every bit of its power. The user can’t move on the next turn.
Flash
Normal
Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.
Thunder Wave
Electric
Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.
Gyro Ball
Steel
Power
1
Accuracy
100
PP
8
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.
Sleep Talk
Normal
Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.
Swagger
Normal
Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
Substitute
Normal
Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
Charge Beam
Electric
Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
Moves learnt via breeding
There are no moves here.
Moves learnt via Tutor
Snore
Normal
Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Rollout
Rock
Power
30
Accuracy
90
PP
32
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
Self-Destruct
Normal
Power
200
Accuracy
100
PP
8
The user attacks everything around it by causing an explosion. The user faints upon using this move.
Signal Beam
Bug
Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
Magnet Rise
Electric
Accuracy
--
PP
16
The user levitates using electrically generated magnetism for five turns.
Magic Coat
Psychic
Accuracy
--
PP
24
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Swift
Normal
Power
60
Accuracy
--
PP
32
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Sucker Punch
Dark
Power
70
Accuracy
100
PP
8
This move enables the user to attack first. This move fails if the target is not readying an attack.
Zap Cannon
Electric
Power
120
Accuracy
50
PP
8
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.