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Electrode


Main Pokédex page | Flavor text and images

General

Electrode
electric

Abilities

Static
Enemy Pokémon have a 30% chance of becoming Paralyzed every time they touch this Pokémon.
Soundproof
This Pokémon is immune to Growl, Grasswhistle, Hyper Voice, Heal Bell, Metal Sound, Perish Song, Roar, Screech, Sing, Snore, Supersonic, and Uproar.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
101
Gold/Silver/Crystal Johto
121
Ruby/Sapphire/Emerald Hoenn
85
Diamond/Pearl Sinnoh
n/a

Names

Japanese
マルマイン
Romaji
Marumain

Flavor

Height
3'11.2" or 1.2 m
Weight
146.8 lb or 66.6 kg
Species
Ball
Color
red
Cry
mp3 here
Fire Red/Leaf Green Habitat
Urban
Pawprint

Misc

R/B/Y code
141 or 0x8d

Breeding

Gender
No gender (code: 255 or 0xff)
Breeding groups
10: Mineral
Steps to hatch
5,120
Compatible with
Genderless; can only breed with Ditto

In the Wild

Base EXP
150 or 0x96
Capture rate
60 or 0x3c
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 Speed
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
100 Voltorb Base form 101 Electrode Raise to level 30

Stats

Stat Base Max Stat %ile
L50 L100
HP
60
167 324 36.1
Attack
50
102 199 20.9
Defense
70
122 239 53.5
Special Attack
80
132 259 65.3
Special Defense
80
132 259 65.7
Speed
140
192 379 99.4
Average
80
- - 67.1

Flavor

See also: All versions' flavor text and sprites

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

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method

Move List

See also: This list in the move search

See also: Contest list

Electrode's Special Attack is higher, so it will inflict more damage with special () moves.

Electrode gets the STAB from electric moves.

Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- Charge electric none 20 -- 100% Raises the user's Special Defense. User's Electric moves inflict double damage next turn.
-- Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
-- -- -- -- SonicBoom normal special 20 varies 90% Inflicts 20 points of damage.
-- Spark electric physical 20 65 100% Has a 30% chance to Paralyze the target.
-- Tackle normal physical 35 35 95% Inflicts regular damage.
-- -- -- 5 Tackle normal physical 35 35 95% Inflicts regular damage.
-- -- 8 Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
15 8 SonicBoom normal special 20 varies 90% Inflicts 20 points of damage.
21 12 Spark electric physical 20 65 100% Has a 30% chance to Paralyze the target.
-- 15 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
19 Screech normal none 40 -- 85% Lowers the target's Defense by two levels.
-- 22 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
26 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
-- -- 27 29 Selfdestruct normal physical 5 200 100% Inflicts double damage and faints the user.
34 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
34 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
40 40 35 Swift normal special 20 60 100% Never misses.
40 Magnet Rise electric none 10 -- 0% Changes the user's ability to Levitate.
41 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
46 Gyro Ball steel physical 5 varies 100% Inflicts more damage when the user has lower Speed, with a maximum of 150 power.
48 Swift normal special 20 60 100% Never misses.
50 44 54 51 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
48 59 57 Mirror Coat psychic special 20 varies 100% -5 Goes last. If the user takes Special damage this turn, inflicts twice the damage taken to the target.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
Crystal Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Thunder Wave electric none 20 -- 100% Paralyzes the target.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Red/Blue/Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts typeless damage equal to twice the HP it lost while waiting.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 47 64 Explosion normal physical 5 250 100% Inflicts double damage and faints the user.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 74 Gyro Ball steel physical 5 varies 100% Inflicts more damage when the user has lower Speed, with a maximum of 150 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 16 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 31 Mimic normal none 10 -- 100% Copies the target's last used move.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 36 Selfdestruct normal physical 5 200 100% Inflicts double damage and faints the user.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 50 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 39 39 Swift normal special 20 60 100% Never misses.
Chains 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 12 12 Taunt dark none 20 -- 100% For the next two turns, the target can only use moves that inflict damage.
Chains 30 Teleport psychic none 20 -- 100% Immediately ends wild battles.
Chains 46 46 Thief dark physical 10 40 100% Takes the target's item.
Chains 25 25 25 25 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
Chains 45 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 24 24 24 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
Chains 41 41 Torment dark none 15 -- 100% Prevents the target from using the same move twice in a row until it leaves battle.
Chains 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 07 Zap Cannon electric special 5 120 50% Has a 100% chance to Paralyze the target.

Electrode in other Pokédexes