
X
It explodes in response to even minor stimuli. It is feared, with the nickname of “The Bomb Ball.”
Y
It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode.
Omega 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.
Alpha 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.
Pokédex Data
Classification
Ball Pokémon
Height
1.2 m (3'11")
Weight
66.6 kg (146.8 lbs)
Abilities
- Soundproof
- Static
- Aftermath (Hidden)
Game Locations
- Lost Hotel Area
- Team Aqua Hideout Area
- Team Magma Hideout Area
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
X/Y
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. | |
1 | Magnetic Flux | — | — | 20 | Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage. | |
5 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
8 | Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |
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. |
OR/AS
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. | |
1 | Magnetic Flux | — | — | 20 | Raises the Defense and Special Defense of all friendly Pokémon with plus or minus by one stage. | |
4 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
6 | Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |
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
X/Y
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. | |
TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
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. | |
TM100 Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
OR/AS
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. | |
TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
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. | |
TM94 Secret Power | 70 | 100% | 20 | Has a 30% chance to inflict a status effect which depends upon the terrain. | |
TM100 Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Tutor Moves
OR/AS
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. | |
Shock Wave | 60 | — | 20 | Never misses. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
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)