#101 Electrode
General Location Attacks Stats Egg Moves SpinOff Dex
Gen IX Dex Gen VIII Dex Gen VII Dex
Let's Go Dex
Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Images
Normal Sprite Shiny Sprite
Name Other Names No. Gender Ratio Type
Electrode
Japan: Marumain
マルマイン
French: Électrode
German: Lektrobal
Korean: 붐볼
National: #101
BW Unova: #---
B2W2 Unova: #---
Electrode is Genderless
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):
Aftermath: The foe that dealt the final hit loses 1/4 of its maximum HP if the move made physical contact.
Classification Height Weight Capture Rate Base Egg Steps
Ball Pokémon 3’11”
1.2m
146.8lbs
66.6kg
60 5,120
Experience Growth Base Happiness Effort Values Earned Flee FlagEntree Forest Level
1,000,000 Points
Medium Fast
70 2 Speed Point(s)
106 Level 30
Damage Taken
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5
Wild Hold Item Egg Groups
Mineral
Evolutionary Chain
Locations
Black None. PokéTransfer or Dream World
White None. PokéTransfer or Dream World
Black 2 Trade Required
White 2 Trade Required
Trainer Locations  Details

Flavor Text
Black It is known to drift on winds if it is bloated to bursting with stored electricity.
White
Black 2
White 2

Black/White/Black 2/White 2 Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Charge -- -- 20 --
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
Sonicboom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
5 Tackle 50 100 35 --
A physical attack in which the user charges and slams into the target with its whole body.
8 Sonicboom ?? 90 20 --
The target is hit with a destructive shock wave that always inflicts 20 HP damage.
12 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
15 Rollout 30 90 20 --
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
19 Screech -- 85 40 --
An earsplitting screech harshly reduces the target's Defense stat.
22 Charge Beam 50 90 10 --
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
26 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
29 Electro Ball ?? 100 10 --
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
35 Selfdestruct 200 100 5 --
The user attacks everything around it by causing an explosion. The user faints upon using this move.
40 Swift 60 -- 20 --
Star-shaped rays are shot at the opposing team. This attack never misses.
46 Magnet Rise -- -- 10 --
The user levitates using electrically generated magnetism for five turns.
51 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
57 Explosion 250 100 5 --
The user explodes to inflict damage on those around it. The user faints upon using this move.
62 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 ?? 100 15 --
A unique attack that varies in type and intensity 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 must rest on the next turn to regain its energy.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It 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.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 95 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 120 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that 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 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM46 Thief 40 100 10 --
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM57 Charge Beam 50 90 10 --
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 explodes to inflict damage on those around it. 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 must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
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 -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM74 Gyro Ball ?? 100 5 --
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
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. It also damages the user a little.
Black 2/White 2 Move Tutor Attacks
Attack NameTypeCat.Att.Acc.PPEffect %
Foul Play9510015--
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
Magic Coat----15--
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magnet Rise----10--
The user levitates using electrically generated magnetism for five turns.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Sleep Talk----10--
While it is asleep, the user randomly uses one of the moves it knows.
Snore4010015--
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Gen III & IV Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
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 its type and power.
Sucker Punch 80 100 5 -- Move Tutor - PtHGSS
This move enables the user to attack first. It fails if the target is not readying an attack, however.
Headbutt 70 100 15 -- Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It 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.
Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats 60 50 70 80 80 140
Max Stats
Hindering Nature
Lv. 50 120 - 167 49 - 91 67 - 109 76 - 118 76 - 118 130 - 172
Lv. 100 230 - 324 94 - 179 130 - 215 148 - 233 148 - 233 256 - 341
Max Stats
Neutral Nature
Lv. 50 120 - 167 55 - 102 75 - 122 85 - 132 85 - 132 145 - 192
Lv. 100 230 - 324 105 - 199 145 - 239 165 - 259 165 - 259 285 - 379
Max Stats
Beneficial Nature
Lv. 50 120 - 167 60 - 112 82 - 134 93 - 145 93 - 145 159 - 211
Lv. 100 230 - 324 115 - 218 159 - 262 181 - 284 181 - 284 313 - 416

<--- #100
Voltorb
#102
Exeggcute
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