#101 Electrode
General Location Attacks Stats Egg Moves Contests
Gen IX Dex Gen VIII Dex Gen VII Dex
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Gen VI Dex Gen V Dex
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This Pokédex entry is for Generation VII Pokémon games. For Generation IX Pokémon games. Check out Electrode Pokémon Scarlet & Violet data
Picture
Name Other Names No. Gender Ratio Type
Electrode
Japan: Marumine
マルマイン
French: Électrode
German: Lektrobal
Korean: 붐볼
National: #101
Central: #---
Coastal: #---
Mountain: #073
Hoenn: #088
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):
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 Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 2 Speed Point(s)
Not Eligible/Known
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
X Lost Hotel
Friend Safari
Details
Y Lost Hotel
Friend Safari
Details
Omega Ruby Magma HideoutDetails
Alpha Sapphire Aqua HideoutDetails
Trainer Locations  Details
Flavor Text
X It explodes in response to even minor stimuli. It is feared, with the nickname of "The Bomb Ball."
Y It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode.
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.

Level Up Anchors X & Y ΩRαS
X & Y 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. 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.
Sonic Boom ?? 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 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.
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 70
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 Self-Destruct 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.

ΩRαS 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. 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.
Sonic Boom ?? 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.
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. It may also leave the target with paralysis.
11 Rollout 30 90 20 --
The user continually rolls into the target over five turns. It becomes stronger each time it hits.
13 Screech -- 85 40 --
An earsplitting screech harshly reduces 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 team. 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 damage.
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 suppress 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
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
47 Explosion 250 100 5 --
The user explodes to inflict damage on those around it. 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, the greater the damage.
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 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 90 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 110 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 60 100 25 --
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 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 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.
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. It also damages the user a little.
TM94 (ORAS) Secret Power 70 100 20 30
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
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.
Omega Ruby/Alpha Sapphire 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.
Shock Wave60--20--
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Signal Beam751001510
The user attacks with a sinister beam of light. It may also confuse the target.
Snore501001530
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
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 30 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.
Endure -- -- 10 -- Move Tutor - Emerald
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 480 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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