Electrode, the Ball Pokémon. The more energy it charges up, the faster it gets. But this also makes it more likely to explode. It explodes in response to even minor stimuli. It is feared, with the nickname of the Bomb Ball.
Overview
Electrode's return in the ninth generation is preceded not with a bang, but a faint pop as even this classic speed demon cannot outrace power creep. Which is a shame, since Electrode outraces every non-Legendary Pokémon, even the fearsome Dragapult. Electrode can put this speed to good use too, harrying the opponent with Thunder Wave or Taunt, or setting up for allies with Light Screen, Rain Dance, and Electric Terrain.
In areas barring speed Electrode is sorely lacking. Below average HP and defenses with the defensively lackluster pure Electric typing means Electrode offers next to no defensive utility to any team it is on, and struggles to switch into an opposing team's attackers. Offensively, Electrode isn't anything to write home about either. 80 Base Special Attack can be usable with super powered reliable STABs or insane boosting, of which Electrode has neither. Further worsening such woes is a general absence of coverage leaving Electrode struggling against any Electric resist. Even Electrode's prodigious Speed can fail it, with Speed boosting abilities and Choice Scarf enabling normally slower Pokémon to outrun Electrode. As a result, Electrode is a classic example of how speed isn't everything, for Speed is all it has.
Positives
150 Speed is amazing, ensuring that items or abilities, Electrode is going first.
Decent support movepool with disruption and setup all enabled by Electrode's incredible speed.
Negatives
60/70/80 defenses are woeful and Electrode's pure Electric typing offers little to make up for it.
Base 80 Special Attack is underwhelming and Electrode's lack of boosting outside of Charge Beam leaves it with next to no remedy for this issue.
Offensive options consist of Electric STAB, Foul Play and Tera Blast, making Electrode even easier to wall offensively.
Movesets
Opening Ball
-Thunder Wave
-Taunt
-Light Screen
-Foul Play
Ability: Aftermath
Item: Light Clay
EVs and Nature:
252 HP / 4 Def / 252 Spe
Timid Nature
Electrode makes for a great lead, denying opposing setup while setting its team off on the right foot, as well as just general setup piece for a mid to late game scenario. Thunder Wave offers incredible Speed control, rendering an opposing team's fastest threats dead weight to your own and the free turns generated from Paralysis can pay dividends. Taunt denies opposing setup, great against opponents looking to take advantage of Electrode's lacking offensive presence and invaluable in lead wars denying opposing hazard setup. Light Screen offers special durability for Electrode's teammates and heavily discourages Special Attackers for taking out Electrode, allowing Electrode to get the most out of Foul Play and Aftermath. Foul Play is recommended for offense, as given Electrode's own lacking offenses, using the opponent's instead, especially opponents looking to ignore Light Screen. Aftermath is recommended as the ability, as if Electrode is felled by a contact attacker, the resulting damage often compromises the target to where Electrode's partner can easily revenge KO the attacker.
Tera Types:
While Electrode's lackluster base typing giving it plenty of problems both defensively and offensively, this set is not recommended for Terastalization, as this set is all about enabling Electrode's teammates, not going on the offensive or defensive itself and Terastalization is better served for Electrode's partners. If one must Terastalize Electrode, types that ward against its Ground weakness can prevent an timely KO, such as Grass, Bug or Flying. Otherwise, Steel is a good fallback option for the sheer number of resistances it provides.
EVs and Items:
Max HP and Max Speed are recommended. Max Speed is a given, since Electrode's entire schtick revolves outspeeding everything and Max Speed with Timid nature allows Electrode to even outrun base 83 Choice Scarf users making stopping Electrode even more difficult. Max HP gives Electrode more durability, allowing it to survive more blows and thus get more support moves off. If running Thunderbolt, investment in Special Attack can be considered to make Electrode less passive. Electrode is truly flexible with its item. Light Clay is recommended for sets with Light Screen, maximizing the turns it is up given Electrode's frailty often denies multiple attempts at setup. The same can be said for Damp Rock for extending Rain Dance and Terrain Extender for extending Electric Terrain. Red Card can be an alternative to running Taunt to punish setup sweepers. Dedicated lead Electrode will prefer Focus Sash to help Electrode get two forms of setup up or Mental Herb to block Taunt to again get two forms of setup. Rocky Helmet can combine with Aftermath for serious chip damage.
Partners:
Pokémon that can best take advantage of Electrode's support are ideal. Leafeon, for example, loves Light Screen patching up its weaker Special Defense, Thunder Wave crippling normally faster Pokémon and Rain Dance reducing its Fire weakness, while it in turn boasts an excellent matchup into Ground, and to a lesser extent opposing Electric and Grass types, taking care of common switch-ins to Electrode. Swords Dance Sandslash too is such a beneficiary of the defensive support and Speed control Electrode provides, boasting an excellent matchup against other Electric types.
Swift Swim Sweepers like Kingdra, Basculegion, Dreadnaw, and Ludicolo all love Rain Dance and handily address Electrode's Ground issues. Alolan Raichu and the Violet Paradox Pokémon like Iron Thorn and Iron Leaves are great beneficiaries of the Electrode running Electric Terrain, though bar Iron Leaves, you are usually worsening your Ground weakness. Unburden Sceptile with Electric Seed also excels with Electric Terrain.
Other Options:
Rain Dance and Electric Terrain are both powerful field effects that can have teams be built around them, though Electrode's frailty and the loss of momentum setting them up manually makes it very difficult to get multiple Rain Dances/Electric Terrains.
Volt Switch pairs nicely with any of Electrode's field effects, getting it out quickly and chipping the target for a new ally ready to make the most of the field condition and keeping Electrode around for later.
Thunderbolt is reliable Electric STAB if you don't want to rely on your opponent's attack stat. Thunder is an option on Rain Dance sets.
Explosion is a unique pivoting tool, allowing Electrode to sacrifice itself to chip the opponent and get an ally in safely.
Countering Electrode
Electrode's poor defenses, abysmal coverage and lacking offenses mean checking it conventionally is not a difficult task. What is far more difficult is stopping the support Electrode is trying to give.
Regardless of set, Electric types generally remain the safest switch-in to Electrode, safely tanking Electrode's Electric STAB and being immune to its most potent form of disruption in Thunder Wave, though sans Choice Scarf, most will be naturally slower than Electrode and often lack the power to stop Electrode's other setup. Pawmot is notable for being able to OHKO with Close Combat while resisting both Thunderbolt and Foul Play, only having to fear Specs Tera Blast. Offensive Rotom-Heat and Mow can both 2HKO with their secondary STABs while taking Electrode's Tera Blasts far better. Vikavolt can also solidly 2HKO with Bug Buzz provided Electrode isn't Soundproof but is 2HKO'd by a Tera Boosted Specs Tera Blast as well. The Rotom forms and Vikavolt also face an up-hill battle if Electrode gets Light Screen up.
The best way to deny any of Electrode's shenanigans is to be faster than it. A tall order to be sure, but not impossible. Sableye is 2HKO'd by an invested Thunderbolt, but its Prankster Taunt is perfect for shutting down any support shenanigans Electrode can try or turn it into setup fodder after the fact with Encore. Whimsicott and Grimmsnarl can also do the same. Scarf Typhlosion can outspeed Electrode, and does OHKO offensive Electrode, though it requires Tera Fire Eruption to one shot Max HP Electrode and can't switch in due to fear of Paralysis. Scarf Mismagius does outspeed, and can cripple Electrode with Trick Choice Scarf, though it can't 2HKO Electrode in turn.
OHKOing Electrode is an expedient task. Without a super effective Terastalization, Ground types are anathema to Electrode with Rhydon, Mudsdale, Sandaconda, Sandslash, and Golurk all tank Electrode's STAB and nullify Thunder Wave while OHKOing back with their own STABs. Even regardless of Terastalization, Sponges like Goodra, and Snorlax can roll over Electrode, even if their own setup is blocked by Taunt..
Hisuian Electrode, the Sphere Pokémon. The tissue on the surface of its body is curiously similar in composition to an Apricorn. When irritated, this Pokémon lets loose an electric current equal to 20 lightning bolts.
Overview
Hisuian Electrode being based on Apricorn balls is rather inspired, elevating the Pokéball mimic to a new level with a new Grass subtyping. Grass adds a lot to Electric, giving Hisuian Electrode a natural answer to the Ground types that plague its Kantonian counterpart. Electric STAB pairs nicely with Grass STAB as well, hitting most of Grass resists, especially Flying, while having rather broad neutral coverage. Grass typing does a lot for Electrode defensively too, giving it several valuable resistances to fall back on, slightly increasing its defensive profile. All of this with the same superlative defying speed Electrode is known for, ensuring that Hisuian Electrode almost always moves first, giving it incredible reliability in damage, disruption or support.
,p> Hisuian Electrode is still an Electrode with all the problems that it entails. Hisuian Electrode's greater STAB coverage is still let down by an unremarkable base 80 Special Attack. The mutual resists to its STABs in Dragon and opposing Grass types does little to help matters either. While boasting a broader defensive profile than its Kantonian counterpart, this comes with more weaknesses and the same poor defenses that give Kantonian Electrode no defensive utility. With Hisuian Electrode being so reliant on Speed, its value quickly nosedives against foes that can overcome or circumvent that attribute. Hisuian Electrode is a glow up to a bygone familiar face, but in keeping so close to its roots it falls into the same holes that hold them both back.Positives
150 Speed is amazing, ensuring that items or abilities, Electrode is going first.
Decent support movepool with disruption and setup all enabled by Electrode's incredible speed.
Electric Grass is decent offensively and defensively with several valuable resistances and adequate offensive coverage.
Negatives
60/70/80 defenses are woeful, limiting what defensive merits Hisuian Electrode has.
Base 80 Special Attack is underwhelming, and Electrode has no way to remedy it outside of Charge Beam.
Movesets
Charge Ball
-Charge Beam
-Thunderbolt
-Giga Drain
-Taunt
Ability: Soundproof
Item: Life Orb
EVs and Nature:
4 HP / 252 SAtk / 252 Spe
Timid Nature
Charge Beam is Hisuian Electrode's lone way to boost and can help it become a serious threat if it can land multiple and get the Special Attack buff, while helping it retain move flexibility. The fact it deals chip damage is great too, helping Electrode push foes into KO range, even if it doesn't get the boost. Thunderbolt is far stronger and more reliable Electric STAB and great when going in for the kill. Giga Drain punishes Ground types looking to come in and punish Hisuian Electrode's STABs, while keeping Hisuian Electrode healthy in the face of damage incurred while trying to setup as well as offset Life Orb recoil. Taunt remains for utility, fantastic at stopping all sorts of disruption and setup and Hisuian Electrode's insane speed is invaluable for such use. Soundproof is recommended, nullifying Bug Buzz and turning Toxictricity into a safer switch-in.
Tera Types:
While Hisuian Electrode does enjoy a fair bit of resistances from its base typing, the just as many weaknesses can merit Terastalizing, as can more offensive Tera's for extra power or for extra coverage. Tera Fire is a good defensive option, giving Hisuian Electrode resistances to its Ice, Fire and Bug weaknesses while Water, Ground and Rock attackers dislike eating Hisuian Electrode's STABs. Even offensively, Tera Fire has some merit, incinerating the Grass types that resist both Electric and Grass as well as Magnezone. Tera Fairy is an all around excellent defensive type, though the shared weakness to Poison is unfortunate. The ability to hit Dragon types is a nice bonus as well. If going full offensive, Tera Ice is viable for the legendary Electric Ice coverage, hitting the Grass and Dragon types that resist both STABs leaving only Magnezone as a safe switch in. Tera Electric is a strong consideration if running Charge Beam, giving Hisuian Electrode's boosting move considerably more bite and making it less risky to use.
EVs and Items:
Max Speed and Special Attack investment are recommended for Hisuian Electrode to get the most out of its offense. Timid is recommended allowing Hisuian Electrode to outrun as many targets as possible. While Modest is tempting for the power boost, dropping down to Modest leaves Hisuian Electrode unable to outrun Base 75+ Choice Scarf users, such as Toxtricity, Florges, and Passimian. The power boost from Modest is tempting, near guaranteeing on Golurk and Sandaconda, and enabling the one hit knockout on Smeargle and Zoroark with Giga Drain for the Ground types. Life Orb is recommended, offering badly needed power and move flexibility in a single slot. Alternatively, if looking for more power, can go for Choice Specs, though it would be best to drop Charge Beam at that point for Volt Switch.
Partners:
Hisuian Electrode cannot handle sponges, and those that resist its STABs so allies that can handle both are invaluable. Alolan Sandslash is an excellent example, its Ice STAB eviscerating Grass and Steel types, while offering plenty of utility with Hazard control with Rapid Spin and item disruption with Knock Off. Alolan Sandslash in turn appreciates Hisuian Electrode's high Speed and better matchup into Ground types. Paldaen Fire Tauros resists most of Hisuian Electrode's weaknesses while smashing Grass types and sponges like Wo-Chien with its STABs, while appreciating Hisuian Electrode's warding off of Water, Flying, Ground and Rock types.
Other Options:
Leaf Storm is a far stronger Grass STAB than Giga Drain, and great at obliterating bulky targets, but undoes all the boosts from Charge Beam. Energy Ball meets in the middle of power, though it lacks the utility of Giga Drain.
Thunder Wave is an alternative utility option to Taunt, providing Speed control for Electrode's teammates to capitalize on.
VGC & Doubles Options
Hisuian Electrode's extreme speed makes for a tantalizing niche in doubles, where ensuring one's disruption goes off first can drastically change the outcome of a match. With its Base 150 Speed, Electrode stands out from Prankster users with its speed, not being blocked by Psychic Terrain, Armor Tail, or Dark types, allowing Electrode to reliably land disruption or setup. With access to tools such as Taunt, Thunder Wave, Rain Dance and Electric Terrain, Hisuian Electrode can act as a knock off Thundurus, enabling its teammates and disrupting the opposition. However Hisuian Electrode is considered a knock off for a good reason, for its directly loses to the Prankster users it competes with. Its lacking offenses and defenses make Hisuian Electrode both easy to ignore and easy to take out. Even worse, the Pokémon that Hisuian Electrode is compared to, Thundurus hasn't seen much use due to the changes to Thunder Wave and Paralysis with the imperfect accuracy and speed drop being negated by Tailwind have made it much less impactful, which bodes poorly for Hisuian Electrode which is considered its inferior.
Monkey Ball
-Bullet Seed
-Screech
-Taunt
-Thunderbolt
Tera Type: Ghost
Ability: Aftermath
Item: Loaded Dice
EVs and Nature:
252 HP / 4 Def / 252 Spe
Timid Nature
This unique Hisuian Electrode set is meant to support Annihilape, using Hisuian Electrode's weak Bullet Seed to quickly charge up Rage Fist, while Hisuian Electrode's insane speed allows for a much faster Annihilape than usual, allowing for a more aggressive playstyle than is the norm for Rage Fist Annihilape. Screech furthers this gameplan making it that much harder to resist Annihilape's attacks. Taunt provides far too much utility to pass up on, especially with Electrode being incredibly vulnerable to Trick Room, so being able to stop it is invaluable. Thunderbolt remains on the set to ensure that Electrode isn't entirely passive, and its ability to threaten opposing Flying types is valuable for Annihilape.
As with most support Electrode, Max HP and Speed are the order of the day. Hisuian Electrode's niche entirely revolves around speed so making that out is mandatory to get the jump on as wide a range as possible while the added bulk makes Hisuian Electrode harder to outright remove. Tera Ghost is recommended for blocking Fake Out, an otherwise reliable way of stopping Hisuian Electrode's setup..
Other Options and Preferred Partners:
This entire set revolves around support Annihilape, specifically a Choice Scarf Annihilape with 188 Speed EVs and Jolly Nature so it is just slightly slower than Hisuian Electrode and will act after its Bullet Seed. Stamina Archaludon also makes for a fine partner for this set, adoring the instant +4 to Defense from Bullet Seed while taking negligible damage, and Screech is just as valuable in boosting Body Press. Thunder Wave is powerful and permanent speed control, and the lost turns from paralysis can wildly change games. Eerie Impulse is one of the few ways to defang opposing Special Attackers. Metal Sound is the special counterpart to Screech, and while not good for this particular set, can find use on more specially offensive teams while making Hisuian Electrode less passive.
Countering Hisuian Electrode
While Hisuian Electrode boasts a far superior typing, giving it far more potent coverage, it still struggles with lacking defenses and power.
Sponges are great against Hisuian Electrode, due to its limited power. Frosmoth and Muk are notable for being bulky enough to tank both STABs while threatening Hisuian Electrode back with Ice STAB. Otherwise, Grass and Dragon types are reliable checks for Hisuian Electrode. Goodra is also nightmarish for Hisuian Electrode, its Dragon typing weakening both STABs and sheer Special Bulk being very difficult for Hisuian Electrode to muscle through. Grass types like Wo-Chien and Venusaur also comfortably tank Hisuian Electrode's STABs, and Venusaur threatens directly with Sludge Bomb. Grass Dragon types like Hydrapple, Appletun, Flapple and Alolan Exeggutor easily absorb Hisuian Electrode's STABs and possess the secondary STAB necessary to overwhelm Hisuian Electrode.
Hisuian Electrode's insane speed makes eliminating it before it can act very difficult, but there are Choice Scarf users that can outstrip it. Zoroark, Bruxish, and Heat Rotom all can outspeed Hisuian Electrode and OHKO it. Abilities are another way to get ahead with Unburden attackers like Grafaiai, and weather sweepers like Venusaur, and Kingdra able to expediently dispatch Hisuian Electrode.
Locations in Games
Red/Blue/Yellow:
Cerulean Cave (Red/Blue)
Evolve Voltorb (Yellow)
Gold/Silver/Crystal:
Rocket Hideout
Ruby/Sapphire/Emerald:
New Mauville
FireRed/LeafGreen:
Cerulean Cave
Colosseum/XD:
Evolve Voltorb (XD)
Diamond/Pearl/Platinum:
Evolve Voltorb
HeartGold/SoulSilver:
Rocket Hideout, Cerulean Cave
Black/White:
Transfer from Generation IV
Black 2/White 2:
Transfer from Generation IV
X/Y:
Lost Hotel, Friend Safari
Omega Ruby/Alpha Sapphire:
Aqua Hideout / Magma Hideout
Sun/Moon:
Trade from Ultra Sun/Ultra Moon
Ultra Sun/Ultra Moon:
Team Rocket's Castle
Let's Go, Pikachu!/Let's Go, Eevee!:
Power Plant
Sword/Shield:
Not in game
Brilliant Diamond/Shining Pearl:
Evolve Voltorb
Legends: Arceus:
Coronet Highlands: Massive Mass Outbreak
Scarlet/Violet:
West Province Area Three
Tera Raid Battles: 4 Star Raid Battles

Anime Appearences