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.
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)