Electrode

Alternate Forms

Scarlet

The more energy it charges up, the faster it gets. But this also makes it more likely to explode.

Violet

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

Evolution Chain

voltorb
Voltorb
Level 30
electrode
Electrode

Pokédex Data

Classification Ball Pokémon
Height 1.2 m (3'11")
Weight 66.6 kg (146.8 lbs)
Abilities

Training

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

Learned Moves

Level Up Moves

Scarlet/Violet
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
1 Eerie Impulse
100% 15 Lowers the target's Special Attack by two stages.
1 Magnetic Flux
20 Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage.
9 Spark
65 100% 20 Has a 30% chance to paralyze the target.
11 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
13 Screech
85% 40 Lowers the target's Defense by two stages.
16 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
20 Swift
60 20 Never misses.
22 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
26 Self Destruct
200 100% 5 User faints.
29 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
36 Magnet Rise
10 User is immune to Ground moves and effects for five turns.
41 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
47 Explosion
250 100% 5 User faints.
54 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
58 Mirror Coat
100% 20 Inflicts twice the damage the user received from the last special hit it took.

TM/HM Moves

Scarlet/Violet
Name Class Power Acc. PP Effect
TM01 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM04 Agility
30 Raises the user's Speed by two stages.
TM06 Scary Face
100% 10 Lowers the target's Speed by two stages.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Thief
60 100% 25 Takes the target's item.
TM23 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM25 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM32 Swift
60 20 Never misses.
TM47 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM48 Volt Switch
70 100% 20 User must switch out after attacking.
TM50 Rain Dance
5 Changes the weather to rain for five turns.
TM62 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
TM70 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM72 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
TM75 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM82 Thunder Wave
90% 20 Paralyzes the target.
TM85 Rest
5 User sleeps for two turns, completely healing itself.
TM87 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM96 Eerie Impulse
100% 15 Lowers the target's Special Attack by two stages.
TM103 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.
TM126 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM130 Helping Hand
20 Ally's next move inflicts half more damage.
TM136 Electric Terrain
10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
TM147 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM152 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM163 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM166 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM171 Tera Blast
80 100% 10 No effect description available.
TM173 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
TM180 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM204 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM210 Supercell Slam
100 95% 15 No effect description available.
TM211 Electroweb
55 95% 15 Lowers the target's Speed by one stage.
TM223 Metal Sound
85% 40 Lowers the target's Special Defense by two stages.
TM224 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

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