Electrode
Red/Blue

It stores electric energy under very high pressure. It often explodes with little or no provocation.

Yellow

Stores electrical energy inside its body. Even the slightest shock could trigger a huge explosion.

Evolution Chain

voltorb
Voltorb
Level 30
electrode
Electrode

Pokédex & Training Data

Classification Ball Pokémon
Height 1.2 m (3'11")
Weight 66.6 kg (146.8 lbs)
Abilities N/A in Gen I
EV Yield +2 speed
Catch Rate 60
Base Friendship 70
Growth Rate medium

Pokédex Numbers

Kanto (R/B/Y) #101
Johto (G/S/C) #121
Hoenn (R/S/E) #085
Johto (HG/SS) #122
Kalos (Mountain) #073
Hoenn (OR/AS) #088
Hisui #193
Paldea (S/V) #208
National #101

Game Locations

Cerulean Cave 2f
Cerulean Cave B1f
Power Plant Area

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
17 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
22 Self Destruct
200 100% 5 User faints.
29 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
40 Swift
60 — 20 Never misses.
50 Explosion
250 100% 5 User faints.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
17 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
22 Self Destruct
200 100% 5 User faints.
29 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
40 Swift
60 — 20 Never misses.
50 Explosion
250 100% 5 User faints.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
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.
TM30 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
TM31 Mimic
— — 10 Copies the target’s last used move.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
TM36 Self Destruct
200 100% 5 User faints.
TM39 Swift
60 — 20 Never misses.
TM40 Skull Bash
130 100% 10 Raises the user’s Defense by one stage. User charges for one turn before attacking.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Thunder Wave
— 90% 20 Paralyzes the target.
TM47 Explosion
250 100% 5 User faints.
TM50 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.

Base Stats

Hp 60
Attack 50
Defense 70
Sp. Atk 80
Sp. Def 80
Speed 150
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x