Electrode
Lets Go Pikachu/Lets Go Eevee

Stores electrical energy inside its body. Even the slightest shock could trigger a huge explosion.

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

Game Locations

  • New Mauville Area
  • Team Rockets Castle 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

Sun/Moon
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 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.
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.
Ultra Sun/Ultra Moon
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 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.
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.
Let's Go
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 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
3 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
6 Sonic Boom
90% 20 Inflicts 20 points of damage.
9 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
14 Swift
60 20 Never misses.
19 Self Destruct
200 100% 5 User faints.
24 Screech
85% 40 Lowers the target's Defense by two stages.
36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
48 Mirror Coat
100% 20 Inflicts twice the damage the user received from the last special hit it took.
60 Explosion
250 100% 5 User faints.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
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.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM04 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM16 Thunder Wave
90% 20 Paralyzes the target.
TM21 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM42 Self Destruct
200 100% 5 User faints.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.

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