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 #101 Electrode
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Electrode
Japan: Marumain
マルマイン
French: Électrode
German: Lektrobal
Korean: 붐볼
National: #101
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #073
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
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
X & Y Level Up
LevelAttack NameTypeAppealJam
Magnetic Flux  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Charge  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Tackle  
Quite an appealing move.
Sonic Boom  
An appealing move that can be used repeatedly without boring the audience.
Spark  
Quite an appealing move.
5 Tackle  
Quite an appealing move.
8 Eerie Impulse
Badly startles the last Pokémon to act before the user.
12 Spark  
Quite an appealing move.
15 Rollout  
An appealing move that can be used repeatedly without boring the audience.
19 Screech  
Makes audience expect little of other contestants.
22 Charge Beam  
Works well if the user is pumped up.
26 Light Screen  
Prevents the user from being startled one time this turn.
29 Electro Ball  
Excites the audience a lot if used first.
35 Self-Destruct  
A move of huge appeal, but using it prevents the user from taking further contest moves.
40 Swift  
Works great if the user goes first this turn.
46 Magnet Rise  
Makes the remaining Pokémon nervous.
51 Gyro Ball  
Works better the later it is used in a turn.
57 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
62 Mirror Coat  
Works great if the user goes last this turn.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Magnetic Flux  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Charge  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Tackle  
Quite an appealing move.
Sonic Boom  
An appealing move that can be used repeatedly without boring the audience.
Spark  
Quite an appealing move.
4 Sonic Boom  
An appealing move that can be used repeatedly without boring the audience.
6 Eerie Impulse
Badly startles the last Pokémon to act before the user.
9 Spark  
Quite an appealing move.
11 Rollout  
An appealing move that can be used repeatedly without boring the audience.
13 Screech  
Makes audience expect little of other contestants.
16 Charge Beam  
Works well if the user is pumped up.
20 Swift  
Works great if the user goes first this turn.
22 Electro Ball  
Excites the audience a lot if used first.
26 Self-Destruct  
A move of huge appeal, but using it prevents the user from taking further contest moves.
29 Light Screen  
Prevents the user from being startled one time this turn.
36 Magnet Rise  
Makes the remaining Pokémon nervous.
41 Discharge
Badly startles the last Pokémon to act before the user.
47 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
54 Gyro Ball  
Works better the later it is used in a turn.
58 Mirror Coat  
Works great if the user goes last this turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM57 Charge Beam  
Works well if the user is pumped up.
TM64 Explosion  
A move of huge appeal, but using it prevents the user from taking further contest moves.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM72 Volt Switch  
Makes the audience quickly grow bored when an appeal move has little effect.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM74 Gyro Ball  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM93 Wild Charge  
A very appealing move, but after using this move, the user is more easily startled.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Foul Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Magic Coat  
Works great if the user goes last this turn.
Magnet Rise  
Makes the remaining Pokémon nervous.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Endure   Gen IV 203
Causes the user to move later on the next turn.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Sucker Punch   Move Tutor - PtHGSS
Excites the audience a lot if used first.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.


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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