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 & 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

New Mauville Area
Team Rockets Castle Area

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