Electrode
Black/WhiteBlack 2/White 2

It is known to drift on winds if it is bloated to bursting with stored electricity.

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

Learned Moves

Level Up Moves

Black/White
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 Spark
65 100% 20 Has a 30% 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.
5 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
8 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
12 Spark
65 100% 20 Has a 30% chance to paralyze the target.
15 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
19 Screech
— 85% 40 Lowers the target’s Defense by two stages.
22 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
26 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
29 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
35 Self Destruct
200 100% 5 User faints.
40 Swift
60 — 20 Never misses.
46 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
51 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
57 Explosion
250 100% 5 User faints.
62 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.
Black 2/White 2
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 Spark
65 100% 20 Has a 30% 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.
5 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
8 Sonic Boom
— 90% 20 Inflicts 20 points of damage.
12 Spark
65 100% 20 Has a 30% chance to paralyze the target.
15 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
19 Screech
— 85% 40 Lowers the target’s Defense by two stages.
22 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
26 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
29 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
35 Self Destruct
200 100% 5 User faints.
40 Swift
60 — 20 Never misses.
46 Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
51 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
57 Explosion
250 100% 5 User faints.
62 Mirror Coat
— 100% 20 Inflicts twice the damage the user received from the last special hit it took.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
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.
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.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM64 Explosion
250 100% 5 User faints.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.

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