Essentials
Abilities
- Soundproof
Protects against sound-based moves.
- Static
Has a 30% chance of paralyzing attacking Pokémon on contact.
Hidden Ability
- Aftermath
Damages the attacker for 1/4 its max HP when knocked out by a contact move.
Damage Taken
Pokédex Numbers
- Introduced in
- National
- 101
- Kanto
- 101
- Original Johto
- 121
- Original Hoenn
- 85
- Updated Johto
- 122
- Mountain Kalos
- 73
- New Hoenn
- 88
Names
- Japanese
- マルマイン (marumain)
- マルマイン
- Official roomaji
- Marumine
- Korean
- 붐볼
- Chinese
- 頑皮雷彈
- 顽皮雷弹
- French
- Électrode
- German
- Lektrobal
- Spanish
- Electrode
- Italian
- Electrode
Breeding
Compatibility
Evolution
Baby | Basic | Stage 1 | Stage 2 |
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Voltorb | Electrode Level up, starting at level 30 |
Stats
Pctile | Min IVs | Max IVs | ||
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HP | 38.5 | 293 | 324 | |
Attack | 17.1 | 168 | 199 | |
Defense | 50.5 | 208 | 239 | |
Special Attack | 62.6 | 228 | 259 | |
Special Defense | 64.0 | 228 | 259 | |
Speed | 99.4 | 368 | 399 | |
Total | 64.5 |
Pokéathlon Performance
Minimum; Base; Maximum
- Speed
- Power
- Skill
- Stamina
- Jump
- Total
- 10/14/19
Flavor
Flavor Text
-
It is known to drift on winds if it is bloated to bursting with stored electricity.
-
It explodes in response to even minor stimuli. It is feared, with the nickname of “The Bomb Ball.”
It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode.
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.
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.
Sprites
Height
3'11.2"
1.2 m
Weight
146.8 lb
66.6 kg
Locations
- Red
- Blue
- Ruby
- Sapphire
- Emerald
- FireRed
- LeafGreen
- HeartGold
- SoulSilver
- X
- Y
Pal Park
- Area
- Field
- Score
- 70
- Rate
- 20
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.
Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
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Level up: Learned when a Pokémon reaches a certain level. | |||||||||||||||
— | — | — | Magnetic Flux | 20 | — | — | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
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— | — | — | — | — | — | Charge | 20 | — | — | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. |
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— | — | — | — | — | — | — | — | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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— | — | — | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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— | — | — | — | — | — | — | — | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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— | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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— | — | — | — | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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5 | 5 | 5 | Tackle | 35 | 40 | 100% | Inflicts regular damage with no additional effect. |
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17 | 8 | 8 | 4 | 4 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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8 | 6 | 6 | Eerie Impulse | 15 | — | 100% | Lowers the target's Special Attack by two stages. |
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12 | 12 | 12 | 9 | 9 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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15 | 15 | 15 | 11 | 11 | Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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22 | — | Self-Destruct | 5 | 200 | 100% | User faints. |
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9 | 8 | 19 | 19 | 19 | 13 | 13 | Screech | 40 | — | 85% | Lowers the target's Defense by two stages. |
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22 | 22 | 16 | 16 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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20 | 20 | Swift | 20 | 60 | — | Never misses. |
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29 | 22 | 26 | 26 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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26 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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29 | 29 | 22 | 22 | Electro Ball | 10 | * | 100% | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
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17 | 15 | Sonic Boom | 20 | * | 90% | Inflicts 20 points of damage. |
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21 | Spark | 20 | 65 | 100% | Has a 30% chance to paralyze the target. |
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23 | 27 | 29 | 35 | 35 | 26 | 26 | Self-Destruct | 5 | 200 | 100% | User faints. |
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29 | 34 | Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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34 | 41 | 29 | 29 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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40 | 40 | 48 | 35 | 40 | 40 | Swift | 20 | 60 | — | Never misses. |
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40 | 46 | 46 | 36 | 36 | Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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46 | 51 | 51 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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41 | 41 | Discharge | 15 | 80 | 100% | Has a 30% chance to paralyze the target. |
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50 | 44 | 54 | 51 | 57 | 57 | 47 | 47 | Explosion | 5 | 250 | 100% | User faints. |
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54 | 54 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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48 | 59 | 57 | 62 | 62 | 58 | 58 | Mirror Coat | 20 | * | 100% | -5 | Inflicts twice the damage the user received from the last special hit it took. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Tutor: Can be taught at any time by an NPC. | |||||||||||||||
Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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Explosion | 5 | 250 | 100% | User faints. |
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Foul Play | 15 | 95 | 100% | Calculates damage with the target's attacking stat. |
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Headbutt | 15 | 70 | 100% | Has a 30% chance to make the target flinch. |
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Magic Coat | 15 | — | — | 4 | Reflects back the first effect move used on the user this turn. |
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Magnet Rise | 10 | — | — | User is immune to Ground moves and effects for five turns. |
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Mimic | 10 | — | — | Copies the target's last used move. |
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Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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Self-Destruct | 5 | 200 | 100% | User faints. |
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Shock Wave | 20 | 60 | — | Never misses. |
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Signal Beam | 15 | 75 | 100% | Has a 10% chance to confuse the target. |
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Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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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. |
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Sucker Punch | 5 | 70 | 100% | 1 | Only works if the target is about to use a damaging move. |
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Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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Swift | 20 | 60 | — | Never misses. |
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Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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Move | Type | Class | PP | Power | Acc | Pri | Effect | ||||||||
Machine: Can be taught at any time by using a TM or HM. | |||||||||||||||
02 | Headbutt | 15 | 70 | 100% | Has a 30% chance to make the target flinch. |
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03 | Curse | 10 | — | — | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. |
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04 | Rollout | 20 | 30 | 90% | Power doubles every turn this move is used in succession after the first, resetting after five turns. |
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06 | 06 | 06 | 06 | 06 | 06 | 06 | 06 | Toxic | 10 | — | 90% | Badly poisons the target, inflicting more damage every turn. |
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09 | Take Down | 20 | 90 | 85% | User receives 1/4 the damage it inflicts in recoil. |
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07 | Zap Cannon | 5 | 120 | 50% | Has a 100% chance to paralyze the target. |
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10 | 10 | 10 | 10 | 10 | 10 | 10 | Hidden Power | 15 | 60 | 100% | Power and type depend upon user's IVs. Power can range from 30 to 70. |
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13 | Snore | 15 | 50 | 100% | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
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12 | 12 | 12 | 12 | 12 | 12 | Taunt | 20 | — | 100% | For the next few turns, the target can only use damaging moves. |
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15 | 15 | 15 | 15 | 15 | 15 | 15 | 15 | Hyper Beam | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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20 | Rage | 20 | 20 | 100% | If the user is hit after using this move, its Attack rises by one stage. |
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16 | 16 | 16 | 16 | 16 | 16 | Light Screen | 30 | — | — | Reduces damage from special attacks by 50% for five turns. |
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17 | 17 | 17 | 17 | 17 | 17 | 17 | Protect | 10 | — | — | 4 | Prevents any moves from hitting the user this turn. |
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18 | 18 | 18 | 18 | 18 | 18 | 18 | Rain Dance | 5 | — | — | Changes the weather to rain for five turns. |
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20 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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21 | 21 | 21 | 21 | 21 | 21 | 21 | Frustration | 20 | * | 100% | Power increases as happiness decreases, up to a maximum of 102. |
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24 | 24 | 24 | 24 | 24 | 24 | 24 | Thunderbolt | 15 | 90 | 100% | Has a 10% chance to paralyze the target. |
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25 | 25 | 25 | 25 | 25 | 25 | 25 | 25 | Thunder | 10 | 110 | 70% | Has a 30% chance to paralyze the target. |
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30 | Teleport | 20 | — | — | Immediately ends wild battles. No effect otherwise. |
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31 | Mimic | 10 | — | — | Copies the target's last used move. |
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27 | 27 | 27 | 27 | 27 | 27 | 27 | Return | 20 | * | 100% | Power increases with happiness, up to a maximum of 102. |
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32 | 32 | 32 | 32 | 32 | 32 | 32 | 32 | Double Team | 15 | — | — | Raises the user's evasion by one stage. |
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34 | 34 | Shock Wave | 20 | 60 | — | Never misses. |
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41 | 41 | 41 | 41 | 41 | 41 | Torment | 15 | — | 100% | Prevents the target from using the same move twice in a row. |
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42 | 42 | 42 | 42 | 42 | 42 | Facade | 20 | 70 | 100% | Power doubles if user is burned, paralyzed, or poisoned. |
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43 | 43 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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34 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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35 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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33 | Reflect | 20 | — | — | Reduces damage from physical attacks by half. |
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34 | Bide | 10 | * | — | 1 | User waits for two turns, then hits back for twice the damage it took. |
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36 | Self-Destruct | 5 | 200 | 100% | User faints. |
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39 | 39 | Swift | 20 | 60 | — | Never misses. |
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40 | Skull Bash | 10 | 130 | 100% | Raises the user's Defense by one stage. User charges for one turn before attacking. |
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44 | 44 | 44 | 44 | 44 | 44 | 44 | 44 | Rest | 10 | — | — | User sleeps for two turns, completely healing itself. |
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46 | 46 | 46 | 46 | 46 | 46 | Thief | 25 | 60 | 100% | Takes the target's item. |
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48 | 48 | 48 | 48 | Round | 15 | 60 | 100% | Has double power if it's used more than once per turn. |
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45 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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57 | 57 | 57 | 57 | 57 | Charge Beam | 10 | 50 | 90% | Has a 70% chance to raise the user's Special Attack by one stage. |
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58 | Endure | 10 | — | — | 4 | Prevents the user's HP from lowering below 1 this turn. |
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47 | 64 | 64 | 64 | 64 | 64 | Explosion | 5 | 250 | 100% | User faints. |
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68 | 68 | 68 | 68 | 68 | Giga Impact | 5 | 150 | 90% | User foregoes its next turn to recharge. |
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H5 | H5 | 70 | 70 | 70 | 70 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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72 | 72 | 72 | 72 | Volt Switch | 20 | 70 | 100% | User must switch out after attacking. |
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73 | 73 | 73 | 73 | 73 | Thunder Wave | 20 | — | 90% | Paralyzes the target. |
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74 | 74 | 74 | 74 | 74 | Gyro Ball | 5 | * | 100% | Power raises when the user has lower Speed, up to a maximum of 150. |
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82 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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83 | Natural Gift | 15 | * | 100% | Power and type depend on the held berry. |
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87 | 87 | 87 | 87 | 87 | Swagger | 15 | — | 85% | Raises the target's Attack by two stages and confuses the target. |
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88 | 88 | 88 | Sleep Talk | 10 | — | — | Randomly uses one of the user's other three moves. Only works if the user is sleeping. |
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50 | 90 | 90 | 90 | 90 | 90 | 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. |
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H5 | Flash | 20 | — | 100% | Lowers the target's accuracy by one stage. |
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93 | 93 | 93 | 93 | Wild Charge | 15 | 90 | 100% | User receives 1/4 the damage it inflicts in recoil. |
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94 | Secret Power | 20 | 70 | 100% | Has a 30% chance to inflict a status effect which depends upon the terrain. |
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100 | 100 | 100 | Confide | 20 | — | — | Lowers the target's Special Attack by one stage. |