#101 Electrode
General Location Attacks Stats Egg Moves
Gen VII Dex Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture Name Other Names No. Gender Ratio Type
Electrode
Japan: Marumine
マルマイン
French: Électrode
German: Lektrobal
Korean: 붐볼
National: #101
Alola: #---
Melemele: #---
Akala: #---
Ula'ula: #---
Poni: #---
Electrode is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Ball Pokémon 3'11"
1.2m
146.8lbs
66.6kg
605,120
Abilities: Soundproof - Static - Aftermath (Hidden Ability)
Soundproof: Unaffected by sound moves. If this Pokémon switches out with Baton Pass, Perish Song against the switched out will not be nullified.
Static: The opponent has a 30% chance of being induced with PARALYZE when using an attack, that requires physical contact, against this Pokémon.
Hidden Ability (Available through transfer):
Aftermath: The foe that dealt the final hit loses 1/4 of its maximum HP if the move made physical contact.
Experience Growth Base Happiness Effort Values Earned S.O.S. Calling
1,000,000 Points
Medium Fast
70 2 Speed Point(s)
Can't call S.O.S. Partners
Damage Taken
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5 *1
Wild Hold Item Egg Groups
 
Mineral
Evolutionary Chain
Locations - In-Depth Details
Sun Trade from Ultra Sun/Ultra Moon
Moon Trade from Ultra Sun/Ultra Moon
Ultra Sun Team Rocket's CastleDetails
Ultra Moon Team Rocket's CastleDetails
Generation VII Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Magnetic Flux -- -- 20 --
The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat.
Tackle 40 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Sonic Boom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
Eerie Impulse -- 100 15 --
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
4 Sonic Boom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
6 Eerie Impulse -- 100 15 --
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
9 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
11 Rollout 30 90 20 --
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
13 Screech -- 85 40 --
An earsplitting screech harshly lowers the target's Defense stat.
16 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
20 Swift 60 -- 20 --
Star-shaped rays are shot at the opposing Pokémon. This attack never misses.
22 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
26 Self-Destruct 200 100 5 --
The user attacks everything around it by causing an explosion. The user faints upon using this move.
29 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
36 Magnet Rise -- -- 10 --
The user levitates using electrically generated magnetism for five turns.
41 Discharge 80 100 15 30
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
47 Explosion 250 100 5 --
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
54 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
58 Mirror Coat ?? 100 20 --
A retaliation move that counters any special attack, inflicting double the damage taken.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM12 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user can't move on the next turn.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect -- -- 10 --
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
TM21 Frustration ?? 100 20 --
This full-power attack grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TM27 Return ?? 100 20 --
This full-power attack grows more powerful the more the user likes its Trainer.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM41 Torment -- 100 15 --
The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM46 Thief 60 100 25 --
The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM64 Explosion 250 100 5 --
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user can't move on the next turn.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM74 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power.
TM87 Swagger -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. This also damages the user a little.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Ultra Sun/Ultra Moon Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Signal Beam751001510
The user attacks with a sinister beam of light. This may also confuse the target.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Foul Play9510015--
The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
Magnet Rise----10--
The user levitates using electrically generated magnetism for five turns.
Snore501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Shock Wave60--20--
The user strikes the target with a quick jolt of electricity. This attack never misses.
Telekinesis----15--
The user makes the target float with its psychic power. The target is easier to hit for three turns.
Usable Z Moves
Attack NameTypeCat.Max Att.Acc.PPEffect %
Breakneck Blitz 200(Phy)/200(Spe) -- 1 --
The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
Continental Crush 100 -- 1 --
The user summons a huge rock mountain using its Z-Power and drops it onto the target with full force. The power varies, depending on the original move.
Savage Spin-Out 140 -- 1 --
The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
Corkscrew Crash 160 -- 1 --
The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move.
Gigavolt Havoc 175(Phy)/185(Spe) -- 1 --
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
Shattered Psyche 100 -- 1 --
The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
Black Hole Eclipse 175 -- 1 --
The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Flash -- 100 20 -- Gen VI TM70
The user flashes a bright light that cuts the target's accuracy.
Secret Power 70 100 20 30 Gen VI TM94 (ΪRαS)
The additional effects of this attack depend upon where it was used.
Secret Power 70 100 20 30 Gen IV TM43
The additional effects of this attack depend upon where it was used.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines the move's type and power.
Sucker Punch 70 100 5 -- Move Tutor - PtHGSS
This move enables the user to attack first. This move fails if the target is not readying an attack.
Headbutt 70 100 15 30 Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
Mimic -- -- 10 -- Move Tutor - FRLG
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Self-destruct 200 100 5 -- Move Tutor - XD
The user attacks everything around it by causing an explosion. The user faints upon using this move.
Curse -- -- 10 -- Gen II TM03
A move that works differently for the Ghost type than for all other types.
Zap Cannon 120 50 5 100 Gen II TM07
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Take Down 90 85 20 -- Gen I TM09
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
Teleport -- -- 20 -- Gen I TM30
Use it to flee from any wild Pokémon.
Reflect -- -- 20 -- Gen I TM33
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Bide ?? -- 10 -- Gen I TM34
The user endures attacks for two turns, then strikes back to cause double the damage taken.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 490 60 50 70 80 80 150
Max Stats
Hindering Nature
Lv. 50 120 - 167 49 - 91 67 - 109 76 - 118 76 - 118 139 - 181
Lv. 100 230 - 324 94 - 179 130 - 215 148 - 233 148 - 233 274 - 359
Max Stats
Neutral Nature
Lv. 50 120 - 167 55 - 102 75 - 122 85 - 132 85 - 132 155 - 202
Lv. 100 230 - 324 105 - 199 145 - 239 165 - 259 165 - 259 305 - 399
Max Stats
Beneficial Nature
Lv. 50 120 - 167 60 - 112 82 - 134 93 - 145 93 - 145 170 - 222
Lv. 100 230 - 324 115 - 218 159 - 262 181 - 284 181 - 284 335 - 438

<--- #100
Voltorb
#102
Exeggcute
--->

 
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