#101 Electrode

General Location Attacks Stats Egg Moves
Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture
Normal Sprite
Regular Form Hisuian Form
Name Other Names No. Gender Ratio Type
Electrode
Japan: Marumine
マルマイン
French: Électrode
German: Lektrobal
Korean: 붐볼
National: #101
Galar: #---
Isle of Armor: #---
Crown Tundra: #---
Sinnoh: #---
Hisui: #193
Electrode is Gender Unknown
Normal Electric-type
Hisuian Electric-type Grass-type
Classification Height Weight Capture Rate Base Egg Steps
Ball Pokémon (Kantonian)
Sphere Pokémon (Hisuian)
Standard Form
Standard3'11"
1.2m
Hisuian Form
Standard3'11"
1.2m
Min3'02"
0.96m
Max4'09"
1.44m
Alpha7'10"
2.4m
Standard Form
Standard146.8lbs
66.6kg
Hisuian Form
Standard156.5lbs
71kg
Min100.2lbs
45.44kg
Max225.4lbs
102.24kg
Alpha375.7lbs
170.4kg
60
Legends
135
5,120
Abilities: Soundproof - Static - Aftermath (Hidden) (Normal Forme) - Soundproof- Static - Aftermath (Hidden) (Hisuian Form)
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:
Aftermath: The foe that dealt the final hit loses 1/4 of its maximum HP if the move made physical contact.
Hisuian Form Abilities:
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:
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 Dynamax Capable?
1,000,000 Points
Medium Fast
50 2 Speed Point(s)
Electrode can Dynamax

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5 *1
Damage Taken Hisuian Form
*1 *2 *0.5 *0.25 *0.5 *2 *1 *2 *1 *1 *1 *2 *1 *1 *1 *1 *0.5 *1
Wild Hold Item Egg Groups
 
Legends: Arceus
Caster Fern
Caster Fern
- 35%
Ball of Mud
Ball of Mud
- 15%

Alpha
Exp. Candy M
Exp. Candy M
- 100%
Seed of Mastery
Seed of Mastery
- 20%
Mineral
Evolutionary Chain
Alternate Forms
Kantonian FormHisuian Form
Kantonian FormHisuian Form
Electrode is one of several Pokémon that have Region Forms. If caught in Hisui, it will have its Hisuian Form

Locations

- In-Depth Details
Brilliant Diamond Evolve Voltorb
Shining Pearl Evolve Voltorb
Legends: Arceus
Coronet Highlands: Massive Mass Outbreak
Flavor Text
Brilliant Diamond It is known to drift on winds if it is bloated to bursting with stored electricity.
Shining Pearl
Legends: Arceus The tissue on the surface of its body is curiously similar in composition to an Apricorn. When irritated, this Pokémon lets loose an electric current equal to 20 lightning bolts.



Attacks

Level UpTM & HM

Standard Level Up

LevelAttack NameTypeCat.Att.Acc.PPEffect %
Magnetic Flux Magnetic Flux - Electric-type Magnetic Flux: Other Move -- 101 20 --
The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
Charge Charge - Electric-type Charge: Other Move -- 101 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 Tackle - Normal-type Tackle: Physical Move 40 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Eerie Impulse Eerie Impulse - Electric-type Eerie Impulse: Other Move -- 100 15 --
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
4 Thunder Shock Thunder Shock - Electric-type Thunder Shock: Special Move 40 100 30 10
A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.
6 Eerie Impulse Eerie Impulse - Electric-type Eerie Impulse: Other Move -- 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 Spark - Electric-type Spark: Physical Move 65 100 20 30
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
11 Rollout Rollout - Rock-type Rollout: Physical Move 30 90 20 --
The user continually rolls into the target over five turns. It becomes more powerful each time it hits.
13 Screech Screech - Normal-type Screech: Other Move -- 85 40 --
An earsplitting screech harshly lowers the target's Defense stat.
16 Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 10 70
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
20 Swift Swift - Normal-type Swift: Special Move 60 101 20 --
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
22 Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 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 Self-Destruct - Normal-type Self-Destruct: Physical Move 200 100 5 --
The user attacks everything around it by causing an explosion. The user faints upon using this move.
29 Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
36 Magnet Rise Magnet Rise - Electric-type Magnet Rise: Other Move -- 101 10 --
The user levitates using electrically generated magnetism for five turns.
41 Discharge Discharge - Electric-type Discharge: Special Move 80 100 15 30
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
47 Explosion Explosion - Normal-type Explosion: Physical Move 250 100 5 --
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
54 Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 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 Mirror Coat - Psychic-type Mirror Coat: Special Move ?? 100 20 --
A retaliation move that counters any special attack, inflicting double the damage taken.

BDSP Technical Machine Attacks

TM #Attack NameTypeCat.Att.Acc.PPEffect %
TM12 Taunt Taunt - Dark-type Taunt: Other Move -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
TM15 Hyper Beam Hyper Beam - Normal-type Hyper Beam: Special Move 150 90 5 --
The target is attacked with a powerful beam. The user can't move on the next turn.
TM16 Light Screen Light Screen - Psychic-type Light Screen: Other Move -- 101 30 --
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
TM17 Protect Protect - Normal-type Protect: Other Move -- 101 10 --
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 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.
TM24 Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 15 10
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
TM25 Thunder Thunder - Electric-type Thunder: Special Move 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
TM32 Double Team Double Team - Normal-type Double Team: Other Move -- 101 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM34 Shock Wave Shock Wave - Electric-type Shock Wave: Special Move 60 101 20 --
The user strikes the target with a quick jolt of electricity. This attack never misses.
TM41 Torment Torment - Dark-type Torment: Other Move -- 100 15 --
The user torments and enrages the target, making it incapable of using the same move twice in a row.
TM42 Facade Facade - Normal-type Facade: Physical Move 70 100 20 --
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
TM43 Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM44 Rest Rest - Psychic-type Rest: Other Move -- 101 10 --
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
TM46 Thief Thief - Dark-type Thief: Physical Move 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.
TM57 Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 10 70
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM58 Endure Endure - Normal-type Endure: Other Move -- 101 10 --
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM64 Explosion Explosion - Normal-type Explosion: Physical Move 250 100 5 --
The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.
TM68 Giga Impact Giga Impact - Normal-type Giga Impact: Physical Move 150 90 5 --
The user charges at the target using every bit of its power. The user can't move on the next turn.
TM70 Flash Flash - Normal-type Flash: Other Move -- 100 20 --
The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 20 --
The user launches a weak jolt of electricity that paralyzes the target.
TM74 Gyro Ball Gyro Ball - Steel-type Gyro Ball: Physical Move ?? 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.
TM82 Sleep Talk Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM87 Swagger Swagger - Normal-type Swagger: Other Move -- 85 15 --
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat.
TM90 Substitute Substitute - Normal-type Substitute: Other Move -- 101 10 --
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
Transfer Only Moves
Click here to see all transfer exclusive moves


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
60
50
70
150
80
80

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