- Type
- Species
- Ball Pokémon
- Height
- 1.2 m
- Weight
- 66.6 kg
- Notes
- Not in the wild
Electrode
- Black & White
- It is known to drift on winds if it is bloated to bursting with stored electricity.
Base stats
EVs: +2 Speed
| HP | 60 | |
|---|---|---|
| Attack | 50 | |
| Defense | 70 | |
| Sp. Atk | 80 | |
| Sp. Def | 80 | |
| Speed | 140 | |
| Total | 480 |
Base stats shown are as of Black & White.
Abilities
- Soundproof
- Protects against sound-based moves.
- Static
- Has a 30% chance of paralyzing attacking Pokémon on contact.
- Aftermath (hidden)
- Damages the attacker for 1/4 its max HP when knocked out by a contact move.
Locations
Not found in the wild in this generation. Obtain by evolution, breeding, an event, or transfer from an earlier game.
Damage taken
- x1
- x1
- x0.5
- x1
- x2
- x1
- x1
- x1
- x0.5
- x1
- x1
- x1
- x0.5
- x1
- x1
- x1
- x1
| Level Up | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| 1 | Charge | Status | -- | -- | 20 | -- | ||
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | ||||||||
| 1 | Sonic Boom | Special | -- | 90 | 20 | -- | ||
Inflicts 20 points of damage. | ||||||||
| 1 | Spark | Physical | 65 | 100 | 20 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 1 | Tackle | Physical | 40 | 100 | 35 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 5 | Tackle | Physical | 40 | 100 | 35 | -- | ||
Inflicts regular damage with no additional effect. | ||||||||
| 8 | Sonic Boom | Special | -- | 90 | 20 | -- | ||
Inflicts 20 points of damage. | ||||||||
| 12 | Spark | Physical | 65 | 100 | 20 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| 15 | Rollout | Physical | 30 | 90 | 20 | -- | ||
Power doubles every turn this move is used in succession after the first, resetting after five turns. | ||||||||
| 19 | Screech | Status | -- | 85 | 40 | -- | ||
Lowers the target’s Defense by two stages. | ||||||||
| 22 | Charge Beam | Special | 50 | 90 | 10 | 70 | ||
Has a chance to raise the user’s Special Attack by one stage. | ||||||||
| 26 | Light Screen | Status | -- | -- | 30 | -- | ||
Reduces damage from special attacks by 50% for five turns. | ||||||||
| 29 | Electro Ball | Special | -- | 100 | 10 | -- | ||
Power is higher when the user has greater Speed than the target, up to a maximum of 150. | ||||||||
| 35 | Self-Destruct | Physical | 200 | 100 | 5 | -- | ||
User faints. | ||||||||
| 40 | Swift | Special | 60 | -- | 20 | -- | ||
Never misses. | ||||||||
| 46 | Magnet Rise | Status | -- | -- | 10 | -- | ||
User is immune to Ground moves and effects for five turns. | ||||||||
| 51 | Gyro Ball | Physical | -- | 100 | 5 | -- | ||
Power raises when the user has lower Speed, up to a maximum of 150. | ||||||||
| 57 | Explosion | Physical | 250 | 100 | 5 | -- | ||
User faints. | ||||||||
| 62 | Mirror Coat | Special | -- | 100 | 20 | -- | ||
Inflicts twice the damage the user received from the last special hit it took. | ||||||||
| TM/HM | ||||||||
|---|---|---|---|---|---|---|---|---|
| Machine | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | |
| TM06 | Toxic | Status | -- | 90 | 10 | -- | ||
Badly poisons the target, inflicting more damage every turn. | ||||||||
| TM10 | Hidden Power | Special | 60 | 100 | 15 | -- | ||
Power and type depend upon user’s IVs. Power can range from 30 to 70. | ||||||||
| TM12 | Taunt | Status | -- | 100 | 20 | -- | ||
For the next few turns, the target can only use damaging moves. | ||||||||
| TM15 | Hyper Beam | Special | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM16 | Light Screen | Status | -- | -- | 30 | -- | ||
Reduces damage from special attacks by 50% for five turns. | ||||||||
| TM17 | Protect | Status | -- | -- | 10 | -- | ||
Prevents any moves from hitting the user this turn. | ||||||||
| TM18 | Rain Dance | Status | -- | -- | 5 | -- | ||
Changes the weather to rain for five turns. | ||||||||
| TM21 | Frustration | Physical | -- | 100 | 20 | -- | ||
Power increases as happiness decreases, up to a maximum of 102. | ||||||||
| TM24 | Thunderbolt | Special | 90 | 100 | 15 | 10 | ||
Has a chance to paralyze the target. | ||||||||
| TM25 | Thunder | Special | 110 | 70 | 10 | 30 | ||
Has a chance to paralyze the target. | ||||||||
| TM27 | Return | Physical | -- | 100 | 20 | -- | ||
Power increases with happiness, up to a maximum of 102. | ||||||||
| TM32 | Double Team | Status | -- | -- | 15 | -- | ||
Raises the user’s evasion by one stage. | ||||||||
| TM41 | Torment | Status | -- | 100 | 15 | -- | ||
Prevents the target from using the same move twice in a row. | ||||||||
| TM42 | Facade | Physical | 70 | 100 | 20 | -- | ||
Power doubles if user is burned, paralyzed, or poisoned. | ||||||||
| TM44 | Rest | Status | -- | -- | 5 | -- | ||
User sleeps for two turns, completely healing itself. | ||||||||
| TM46 | Thief | Physical | 60 | 100 | 25 | -- | ||
Takes the target’s item. | ||||||||
| TM48 | Round | Special | 60 | 100 | 15 | -- | ||
Has double power if it’s used more than once per turn. | ||||||||
| TM57 | Charge Beam | Special | 50 | 90 | 10 | 70 | ||
Has a chance to raise the user’s Special Attack by one stage. | ||||||||
| TM64 | Explosion | Physical | 250 | 100 | 5 | -- | ||
User faints. | ||||||||
| TM68 | Giga Impact | Physical | 150 | 90 | 5 | -- | ||
User foregoes its next turn to recharge. | ||||||||
| TM70 | Flash | Status | -- | 100 | 20 | -- | ||
Lowers the target’s accuracy by one stage. | ||||||||
| TM72 | Volt Switch | Special | 70 | 100 | 20 | -- | ||
User must switch out after attacking. | ||||||||
| TM73 | Thunder Wave | Status | -- | 90 | 20 | -- | ||
Paralyzes the target. | ||||||||
| TM74 | Gyro Ball | Physical | -- | 100 | 5 | -- | ||
Power raises when the user has lower Speed, up to a maximum of 150. | ||||||||
| TM87 | Swagger | Status | -- | 85 | 15 | -- | ||
Raises the target’s Attack by two stages and confuses the target. | ||||||||
| TM90 | Substitute | Status | -- | -- | 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 | Physical | 90 | 100 | 15 | -- | ||
User receives 1/4 the damage it inflicts in recoil. | ||||||||
Other generations
Red, Blue & Yellow, Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Ultra Sun & Ultra Moon, Brilliant Diamond & Shining Pearl, Scarlet & Violet