Essentials

Electrode

Electrode

Electric

Abilities

Soundproof

Protects against sound-based moves.

Static

Has a 30% chance of paralyzing attacking Pokémon on contact.

Dream Ability

Aftermath

Damages the attacker for 1/4 its max HP when knocked out by a contact move.

Damage Taken

  • Bug 1
  • Dark 1
  • Dragon 1
  • Electric ½
  • Fighting 1
  • Fire 1
  • Flying ½
  • Ghost 1
  • Grass 1
  • Ground 2
  • Ice 1
  • Normal 1
  • Poison 1
  • Psychic 1
  • Rock 1
  • Steel ½
  • Water 1

Pokédex Numbers

Introduced in
Generation 1
National
101
Kanto
101 Red, Blue, Yellow, FireRed, LeafGreen
Original Johto
121 Gold, Silver, Crystal
Hoenn
85 Ruby, Sapphire, Emerald
Updated Johto
122 HeartGold, SoulSilver

Names

Korean
붐볼
German
Lektrobal
French
Électrode
Chinese
頑皮彈
Japanese
マルマイン (marumain)
Official Roomaji
Marumine

Breeding

Gender
genderless Search:
Egg groups
  • Mineral
Hatch counter
20 Search:
Steps to hatch
5355 / 2805

Compatibility

Training

Base EXP
150 Search:
2142 EXP at level
Effort points
  • 2 Speed
Capture rate
60 Search:
Base happiness
70 Search:
Growth rate
medium Search:

Wild held items

Generation 3 nothing
Generation 4 nothing
Generation 5 nothing

Evolution

Baby Basic Stage 1 Stage 2
Voltorb Electrode Level up, starting at level 30

Stats

Pctile Min IVs Max IVs
HP
60
40.3 293 324
Attack
50
20.5 168 199
Defense
70
55.0 208 239
Special Attack
80
66.7 228 259
Special Defense
80
69.1 228 259
Speed
140
99.2 348 379
Total
480
65.8

HeartGold, SoulSilver Pokéathlon Performance

★ Minimum; ✯ Base; ☆ Maximum

Speed
★★★★★
Power
★✯☆
Skill
★✯☆
Stamina
★✯✯☆
Jump
★★☆☆
Total
10/14/19

Flavor

Flavor Text

Generation 4
Diamond, Pearl, Platinum

It is known to drift on winds if it is bloated to bursting with stored electricity.

HeartGold

It is dangerous. If it has too much electricity and has nothing to do, it amuses itself by exploding.

SoulSilver

It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode.

Generation 5
Black, White

It is known to drift on winds if it is bloated to bursting with stored electricity.

Sprites

Electrode Electrode Electrode Electrode

Miscellany

Species
Ball Search:
Color
Red Search:
Cry
Habitat FireRed, LeafGreen
urban Search:
Footprint
Electrode
Shape
Pomaceous Search:

Height

${_("Trainer dude")}

Electrode
12

3'11.2"
1.2 m

Weight

${_("Trainer dudette")}

Electrode
666

146.8 lb
66.6 kg

Locations

Red Red
Blue Blue
Ruby Ruby
Sapphire Sapphire
Emerald Emerald
FireRed FireRed
LeafGreen LeafGreen
HeartGold HeartGold
SoulSilver SoulSilver

Moves

Electric moves get STAB, and have their type highlighted in green.

Special moves better suit Electrode's higher Special Attack, and have their class highlighted in green.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Level up: Learned when a Pokémon reaches a certain level.
Charge Electric non-damaging 20

Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

5 5 Tackle Normal physical 35 50 100%

Inflicts regular damage with no additional effect.

17 8 8 SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

12 12 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

15 15 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

22 Selfdestruct Normal physical 5 200 100%

User faints.

9 8 19 19 Screech Normal non-damaging 40 85%

Lowers the target's Defense by two stages.

22 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

29 22 26 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

29 Electro Ball Electric special 10 * 100%

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

26 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

17 15 SonicBoom Normal special 20 * 90%

Inflicts 20 points of damage.

21 Spark Electric physical 20 65 100%

Has a 30% chance to paralyze the target.

23 27 29 35 Selfdestruct Normal physical 5 200 100%

User faints.

29 34 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

34 41 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

40 40 48 35 40 Swift Normal special 20 60

Never misses.

50 44 54 Explosion Normal physical 5 250 100%

User faints.

40 46 Magnet Rise Electric non-damaging 10

User is immune to Ground moves and effects for five turns.

46 51 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

51 57 Explosion Normal physical 5 250 100%

User faints.

48 59 57 62 Mirror Coat Psychic special 20 * 100% -5

Inflicts twice the damage the user received from the last special hit it took.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Tutor: Can be taught at any time by an NPC.
Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Explosion Normal physical 5 250 100%

User faints.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Magnet Rise Electric non-damaging 10

User is immune to Ground moves and effects for five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Mimic Normal non-damaging 10

Copies the target's last used move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Role Play Psychic non-damaging 10

Copies the target's ability.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Signal Beam Bug special 15 75 100%

Has a 10% chance to confuse the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Substitute Normal non-damaging 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.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Sucker Punch Dark physical 5 80 100% 1

Only works if the target is about to use a damaging move.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Swift Normal special 20 60

Never misses.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

Crystal Emerald FireRed, LeafGreen Platinum HeartGold, SoulSilver Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

Generation 1 Generation 2 Generation 3 Generation 4 Generation 5 Move Type Class PP Power Acc Pri Effect
Machine: Can be taught at any time by using a TM or HM.
02 Headbutt Normal physical 15 70 100%

Has a 30% chance to make the target flinch.

03 Curse Ghost non-damaging 10

Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

04 Rollout Rock physical 20 30 90%

Power doubles every turn this move is used in succession after the first, resetting after five turns.

06 06 06 06 06 Toxic Poison non-damaging 10 90%

Badly poisons the target, inflicting more damage every turn.

09 Take Down Normal physical 20 90 85%

User receives 1/4 the damage it inflicts in recoil.

07 Zap Cannon Electric special 5 120 50%

Has a 100% chance to paralyze the target.

10 10 10 10 Hidden Power Normal special 15 * 100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

13 Snore Normal special 15 40 100%

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

12 12 12 Taunt Dark non-damaging 20 100%

For the next few turns, the target can only use damaging moves.

15 15 15 15 15 Hyper Beam Normal special 5 150 90%

User foregoes its next turn to recharge.

20 Rage Normal physical 20 20 100%

If the user is hit after using this move, its Attack rises by one stage.

16 16 16 Light Screen Psychic non-damaging 30

Reduces damage from special attacks by 50% for five turns..

17 17 17 17 Protect Normal non-damaging 10 4

Prevents any moves from hitting the user this turn.

18 18 18 18 Rain Dance Water non-damaging 5

Changes the weather to rain for five turns.

20 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

21 21 21 21 Frustration Normal physical 20 * 100%

Power increases as happiness decreases, up to a maximum of 102.

24 24 24 24 Thunderbolt Electric special 15 95 100%

Has a 10% chance to paralyze the target.

25 25 25 25 25 Thunder Electric special 10 120 70%

Has a 30% chance to paralyze the target.

30 Teleport Psychic non-damaging 20

Immediately ends wild battles. No effect otherwise.

31 Mimic Normal non-damaging 10

Copies the target's last used move.

27 27 27 27 Return Normal physical 20 * 100%

Power increases with happiness, up to a maximum of 102.

32 32 32 32 32 Double Team Normal non-damaging 15

Raises the user's evasion by one stage.

34 34 Shock Wave Electric special 20 60

Never misses.

41 41 41 Torment Dark non-damaging 15 100%

Prevents the target from using the same move twice in a row.

42 42 42 Facade Normal physical 20 70 100%

Power doubles if user is burned, paralyzed, or poisoned.

43 43 Secret Power Normal physical 20 70 100%

Has a 30% chance to inflict a status effect which depends upon the terrain.

34 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

35 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

33 Reflect Psychic non-damaging 20

Reduces damage from physical attacks by half.

34 Bide Normal physical 10 * 1

User waits for two turns, then hits back for twice the damage it took.

36 Selfdestruct Normal physical 5 200 100%

User faints.

39 39 Swift Normal special 20 60

Never misses.

40 Skull Bash Normal physical 15 100 100%

Raises the user's Defense by one stage. User charges for one turn before attacking.

44 44 44 44 44 Rest Psychic non-damaging 10

User sleeps for two turns, completely healing itself.

46 46 46 Thief Dark physical 10 40 100%

Takes the target's item.

48 Round Normal special 15 60 100%

Has double power if it's used more than once per turn.

45 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

57 57 Charge Beam Electric special 10 50 90%

Has a 70% chance to raise the user's Special Attack by one stage.

58 Endure Normal non-damaging 10 4

Prevents the user's HP from lowering below 1 this turn.

47 64 64 Explosion Normal physical 5 250 100%

User faints.

68 68 Giga Impact Normal physical 5 150 90%

User foregoes its next turn to recharge.

H5 H5 70 70 Flash Normal non-damaging 20 100%

Lowers the target's accuracy by one stage.

72 Volt Switch Electric special 20 70 100%

User must switch out after attacking.

73 73 Thunder Wave Electric non-damaging 20 100%

Paralyzes the target.

74 74 Gyro Ball Steel physical 5 * 100%

Power raises when the user has lower Speed, up to a maximum of 150.

82 Sleep Talk Normal non-damaging 10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

83 Natural Gift Normal physical 15 * 100%

Power and type depend on the held berry.

87 87 Swagger Normal non-damaging 15 90%

Raises the target's Attack by two stages and confuses the target.

50 90 90 Substitute Normal non-damaging 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.

H5 Flash Normal non-damaging 20 100%

Lowers the target's accuracy by one stage.

93 Wild Charge Electric physical 15 90 100%

User receives 1/4 the damage it inflicts in recoil.

External Links