Pokémechanics
Omega Ruby & Alpha Sapphire

#101Electrode

Electrode as it appears in Omega Ruby & Alpha SapphireShiny Electrode as it appears in Omega Ruby & Alpha Sapphire
Species
Ball Pokémon
Type
Catch rate
60
Growth
Medium
Height
1.2 m
Weight
66.6 kg
Gender
Genderless
Egg cycles
20
Base friendship
70

Electrode

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.

Base stats

EVs: +2 Speed

HP60
Attack50
Defense70
Sp. Atk80
Sp. Def80
Speed140
Total480

Base stats shown are as of Omega Ruby & Alpha Sapphire.

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

Omega Ruby
Static
Team Magma HideoutLv 40100%
Alpha Sapphire
Static
Team Aqua HideoutLv 40100%

Damage taken

  • x1
  • x1
  • x0.5
  • x1
  • x2
  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x1
  • x1
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Charge
Status
--
--
20
--
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
1Magnetic Flux
Status
--
--
20
--
Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
1Sonic Boom
Special
--
90
20
--
Inflicts 20 points of damage.
1Spark
Physical
65
100
20
30
Has a chance to paralyze the target.
1Tackle
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
4Sonic Boom
Special
--
90
20
--
Inflicts 20 points of damage.
6Eerie Impulse
Status
--
100
15
--
Lowers the target’s Special Attack by two stages.
9Spark
Physical
65
100
20
30
Has a chance to paralyze the target.
11Rollout
Physical
30
90
20
--
Power doubles every turn this move is used in succession after the first, resetting after five turns.
13Screech
Status
--
85
40
--
Lowers the target’s Defense by two stages.
16Charge Beam
Special
50
90
10
70
Has a chance to raise the user’s Special Attack by one stage.
20Swift
Special
60
--
20
--
Never misses.
22Electro Ball
Special
--
100
10
--
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
26Self-Destruct
Physical
200
100
5
--
User faints.
29Light Screen
Status
--
--
30
--
Reduces damage from special attacks by 50% for five turns.
36Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
41Discharge
Special
80
100
15
30
Has a chance to paralyze the target.
47Explosion
Physical
250
100
5
--
User faints.
54Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
58Mirror Coat
Special
--
100
20
--
Inflicts twice the damage the user received from the last special hit it took.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM06Toxic
Status
--
90
10
--
Badly poisons the target, inflicting more damage every turn.
TM10Hidden Power
Special
60
100
15
--
Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM100Confide
Status
--
--
20
100
Lowers the target’s Special Attack by one stage.
TM12Taunt
Status
--
100
20
--
For the next few turns, the target can only use damaging moves.
TM15Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM16Light Screen
Status
--
--
30
--
Reduces damage from special attacks by 50% for five turns.
TM17Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM18Rain Dance
Status
--
--
5
--
Changes the weather to rain for five turns.
TM21Frustration
Physical
--
100
20
--
Power increases as happiness decreases, up to a maximum of 102.
TM24Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TM25Thunder
Special
110
70
10
30
Has a chance to paralyze the target.
TM27Return
Physical
--
100
20
--
Power increases with happiness, up to a maximum of 102.
TM32Double Team
Status
--
--
15
--
Raises the user’s evasion by one stage.
TM41Torment
Status
--
100
15
--
Prevents the target from using the same move twice in a row.
TM42Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM44Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM46Thief
Physical
60
100
25
--
Takes the target’s item.
TM48Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM57Charge Beam
Special
50
90
10
70
Has a chance to raise the user’s Special Attack by one stage.
TM64Explosion
Physical
250
100
5
--
User faints.
TM68Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM70Flash
Status
--
100
20
--
Lowers the target’s accuracy by one stage.
TM72Volt Switch
Special
70
100
20
--
User must switch out after attacking.
TM73Thunder Wave
Status
--
90
20
--
Paralyzes the target.
TM74Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
TM87Swagger
Status
--
85
15
--
Raises the target’s Attack by two stages and confuses the target.
TM88Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90Substitute
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.
TM93Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
TM94Secret Power
Physical
70
100
20
30
Has a chance to inflict a status effect which depends upon the terrain.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Foul Play
Physical
95
100
15
--
Calculates damage with the target’s attacking stat.
Magic Coat
Status
--
--
15
--
Reflects back the first effect move used on the user this turn.
Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
Shock Wave
Special
60
--
20
--
Never misses.
Signal Beam
Special
75
100
15
10
Has a chance to confuse the target.
Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.

Other generations

Red, Blue & Yellow, Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Sun & Moon, Ultra Sun & Ultra Moon, Brilliant Diamond & Shining Pearl, Scarlet & Violet