Electrode
Ruby

ELECTRODE eats electricity in the atmosphere. On days when lightning strikes, you can see this POKéMON exploding all over the place from eating too much electricity.

Sapphire

One of ELECTRODE’s characteristics is its attraction to electricity. It is a problematical POKéMON that congregates mostly at electrical power plants to feed on electricity that has just been generated.

Emerald

They appear in great numbers at electric power plants. Because they feed on electricity, they cause massive and chaotic blackouts in nearby cities.

Firered

It explodes in response to even minor stimuli. It is feared, with the nickname of “The Bomb Ball.”

Leafgreen

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

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
EV Yield +2 speed
Catch Rate 60
Base Friendship 70
Growth Rate medium
Gender Ratio
Genderless
Egg Groups Mineral

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 1f
Cerulean Cave 2f
Cerulean Cave B1f
Liberty Garden Lighthouse Basement
New Mauville Area
Power Plant Area
Team Aqua Hideout Area
Team Magma Hideout Area

Learned Moves

Level Up Moves

Ruby/Sapphire
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.
1 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
8 Screech
— 85% 40 Lowers the target’s Defense by two stages.
15 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
21 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Self Destruct
200 100% 5 User faints.
34 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
48 Swift
60 — 20 Never misses.
54 Explosion
250 100% 5 User faints.
59 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
Emerald
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.
1 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
8 Screech
— 85% 40 Lowers the target’s Defense by two stages.
15 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
21 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Self Destruct
200 100% 5 User faints.
34 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
48 Swift
60 — 20 Never misses.
54 Explosion
250 100% 5 User faints.
59 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
FireRed/LeafGreen
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.
1 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
8 Screech
— 85% 40 Lowers the target’s Defense by two stages.
15 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
21 Spark
65 100% 20 Has a 30% chance to paralyze the target.
27 Self Destruct
200 100% 5 User faints.
34 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
41 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
48 Swift
60 — 20 Never misses.
54 Explosion
250 100% 5 User faints.
59 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
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.
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.
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
— — 5 User sleeps for two turns, completely healing itself.
TM46 Thief
60 100% 25 Takes the target’s item.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Explosion
250 100% 5 User faints.
Mimic
— — 10 Copies the target’s last used move.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Swift
60 — 20 Never misses.
Thunder Wave
— 90% 20 Paralyzes the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Explosion
250 100% 5 User faints.
Mimic
— — 10 Copies the target’s last used move.
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.
Thunder Wave
— 90% 20 Paralyzes the target.

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