Pokémechanics
Ultra Sun & Ultra Moon

#101Electrode

Electrode as it appears in Ultra Sun & Ultra MoonShiny Electrode as it appears in Ultra Sun & Ultra Moon
Species
Ball Pokémon
Type
Catch rate
60
Growth
Medium
Height
1.2 m
Weight
66.6 kg
Gender
Genderless
Egg cycles
20
Base friendship
70

Base stats

EVs: +2 Speed

HP60
Attack50
Defense70
Sp. Atk80
Sp. Def80
Speed150
Total490

Abilities

Soundproof
Protects against sound-based moves.
Static
Has a 30% chance of paralyzing attacking Pokémon on contact.
Aftermath (hidden)
Damages the attacker for 1/4 its max HP when knocked out by a contact move.

Locations

Ultra Sun
Static
Team Rocket's CastleLv 60100%
Ultra Moon
Static
Team Rocket's CastleLv 60100%

Damage taken

  • x1
  • x1
  • x0.5
  • x1
  • x2
  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x0.5
  • x1
  • x1
  • x1
  • x1
  • x1
Level Up
LevelAttack NameTypeClassPowerAccuracyPPEffect %
1Charge
Status
--
--
20
--
Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
1Eerie Impulse
Status
--
100
15
--
Lowers the target’s Special Attack by two stages.
1Magnetic Flux
Status
--
--
20
--
Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.
1Sonic Boom
Special
--
90
20
--
Inflicts 20 points of damage.
1Tackle
Physical
40
100
35
--
Inflicts regular damage with no additional effect.
4Sonic Boom
Special
--
90
20
--
Inflicts 20 points of damage.
6Eerie Impulse
Status
--
100
15
--
Lowers the target’s Special Attack by two stages.
9Spark
Physical
65
100
20
30
Has a chance to paralyze the target.
11Rollout
Physical
30
90
20
--
Power doubles every turn this move is used in succession after the first, resetting after five turns.
13Screech
Status
--
85
40
--
Lowers the target’s Defense by two stages.
16Charge Beam
Special
50
90
10
70
Has a chance to raise the user’s Special Attack by one stage.
20Swift
Special
60
--
20
--
Never misses.
22Electro Ball
Special
--
100
10
--
Power is higher when the user has greater Speed than the target, up to a maximum of 150.
26Self-Destruct
Physical
200
100
5
--
User faints.
29Light Screen
Status
--
--
30
--
Reduces damage from special attacks by 50% for five turns.
36Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
41Discharge
Special
80
100
15
30
Has a chance to paralyze the target.
47Explosion
Physical
250
100
5
--
User faints.
54Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
58Mirror Coat
Special
--
100
20
--
Inflicts twice the damage the user received from the last special hit it took.
TM/HM
MachineAttack NameTypeClassPowerAccuracyPPEffect %
TM06Toxic
Status
--
90
10
--
Badly poisons the target, inflicting more damage every turn.
TM10Hidden Power
Special
60
100
15
--
Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM100Confide
Status
--
--
20
100
Lowers the target’s Special Attack by one stage.
TM12Taunt
Status
--
100
20
--
For the next few turns, the target can only use damaging moves.
TM15Hyper Beam
Special
150
90
5
--
User foregoes its next turn to recharge.
TM16Light Screen
Status
--
--
30
--
Reduces damage from special attacks by 50% for five turns.
TM17Protect
Status
--
--
10
--
Prevents any moves from hitting the user this turn.
TM18Rain Dance
Status
--
--
5
--
Changes the weather to rain for five turns.
TM21Frustration
Physical
--
100
20
--
Power increases as happiness decreases, up to a maximum of 102.
TM24Thunderbolt
Special
90
100
15
10
Has a chance to paralyze the target.
TM25Thunder
Special
110
70
10
30
Has a chance to paralyze the target.
TM27Return
Physical
--
100
20
--
Power increases with happiness, up to a maximum of 102.
TM32Double Team
Status
--
--
15
--
Raises the user’s evasion by one stage.
TM41Torment
Status
--
100
15
--
Prevents the target from using the same move twice in a row.
TM42Facade
Physical
70
100
20
--
Power doubles if user is burned, paralyzed, or poisoned.
TM44Rest
Status
--
--
5
--
User sleeps for two turns, completely healing itself.
TM46Thief
Physical
60
100
25
--
Takes the target’s item.
TM48Round
Special
60
100
15
--
Has double power if it’s used more than once per turn.
TM57Charge Beam
Special
50
90
10
70
Has a chance to raise the user’s Special Attack by one stage.
TM64Explosion
Physical
250
100
5
--
User faints.
TM68Giga Impact
Physical
150
90
5
--
User foregoes its next turn to recharge.
TM72Volt Switch
Special
70
100
20
--
User must switch out after attacking.
TM73Thunder Wave
Status
--
90
20
--
Paralyzes the target.
TM74Gyro Ball
Physical
--
100
5
--
Power raises when the user has lower Speed, up to a maximum of 150.
TM87Swagger
Status
--
85
15
--
Raises the target’s Attack by two stages and confuses the target.
TM88Sleep Talk
Status
--
--
10
--
Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90Substitute
Status
--
--
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.
TM93Wild Charge
Physical
90
100
15
--
User receives 1/4 the damage it inflicts in recoil.
Tutor
Attack NameTypeClassPowerAccuracyPPEffect %
Foul Play
Physical
95
100
15
--
Calculates damage with the target’s attacking stat.
Magic Coat
Status
--
--
15
--
Reflects back the first effect move used on the user this turn.
Magnet Rise
Status
--
--
10
--
User is immune to Ground moves and effects for five turns.
Shock Wave
Special
60
--
20
--
Never misses.
Signal Beam
Special
75
100
15
10
Has a chance to confuse the target.
Snore
Special
50
100
15
30
Has a chance to make the target flinch. Only works if the user is sleeping.
Telekinesis
Status
--
--
15
--
Moves have 100% accuracy against the target for three turns.

Other generations

Red, Blue & Yellow, Gold, Silver & Crystal, Ruby, Sapphire & Emerald, FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Brilliant Diamond & Shining Pearl, Scarlet & Violet