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Electrode

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Electrode in Pokémon Omega Ruby & Alpha Sapphire

#88 in the Omega Ruby and Alpha Sapphire Pokédex • Ball Pokémon

Electrode in the National Pokédex
Electrode sprite

Normal

Shiny Electrode sprite

Shiny

Pokédex entries

Omega Ruby

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.

Alpha Sapphire

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.

Pokémon details

Type

Electric

Category

Ball Pokémon

Height

1.2 m (3'11")

Weight

66.6 kg (146.8 lbs)

National Pokédex

#0101

Pokédex

#88

Electrode in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

60

230

324

Attack

50

94

218

Defense

70

130

262

Sp. Atk

80

148

284

Sp. Def

80

148

284

Speed

140

256

416

Total

480

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Electrode, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
New Hoenn #88
EV yield
2 Spe
Catch rate
60
Base Exp.
168

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Voltorb

Voltorb

#87

Level 30

Electrode

Electrode

#88

Fixed encounter

Fixed encounters inside the villain team's hideout: the Team Magma Hideout in Omega Ruby and the Team Aqua Hideout in Alpha Sapphire.

Alpha Sapphire
LocationMethodLevelChanceConditions

Team Aqua Hideout

Scripted encounter40100%

-

Team Aqua Hideout

Scripted encounter40100%

-

Omega Ruby
LocationMethodLevelChanceConditions

Team Magma Hideout

Scripted encounter40100%

-

Team Magma Hideout

Scripted encounter40100%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
StartSonic Boom

The target is hit with a destructive shock wave that always inflicts 20 HP damage.

Normal-9020
StartSpark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
StartCharge

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Electric--20
StartMagnetic Flux

The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.

Electric--20
4Sonic Boom

The target is hit with a destructive shock wave that always inflicts 20 HP damage.

Normal-9020
6Eerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
9Spark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
11Rollout

The user continually rolls into the target over five turns. It becomes more powerful each time it hits.

Rock309020
13Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
16Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
20Swift

Star-shaped rays are shot at the opposing Pokémon. This attack never misses.

Normal60-20
22Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
26Self-Destruct

The user attacks everything around it by causing an explosion. The user faints upon using this move.

Normal2001005
29Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
36Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
41Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
47Explosion

The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.

Normal2501005
54Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Steel-1005
58Mirror Coat

A retaliation move that counters any special attack, inflicting double the damage taken.

Psychic-10020

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Omega Ruby and Alpha Sapphire.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type depending on the Pokémon using it.

Normal6010015
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM17Protect

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM46Thief

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Dark6010025
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM64Explosion

The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move.

Normal2501005
TM68Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate dark caves.

Normal-10020
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

Steel-1005
TM87Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Normal-9015
TM88Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power.

Dark9510015
Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Signal Beam

The user attacks with a sinister beam of light. This may also confuse the target.

Bug7510015
Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Normal7010015

Generation III–V import via Poké Transporter and Pokémon Bank

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III–V import via Poké Transporter and Pokémon Bank

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Sucker Punch

This move enables the user to attack first. This move fails if the target is not readying an attack.

Dark801005

Generation III–V import via Poké Transporter and Pokémon Bank

Ability options available to this Pokémon in this game.

Soundproof

Ability Slot 1

Gives full immunity to all sound-based moves.

Protects against sound-based moves.

Static

Ability Slot 2

Contact with the Pokémon may cause paralysis.

Has a 30% chance of paralyzing attacking Pokémon on contact.

Aftermath(Hidden Ability)

Damages the attacker landing the finishing hit.

Damages the attacker for 1/4 its max HP when knocked out by a contact move.

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