electrode
electric

#101 electrode

Ball Pocket Monster — It stores electric energy under very high pressure. It often explodes with little or no provocation.

Base stats

HP 60
Attack 50
Defense 70
Sp. Atk 80
Sp. Def 80
Speed 150
Total 490

Profile

Height
1.2 m
Weight
66.6 kg
Capture rate
60 / 255
Growth
medium
Gender
Genderless
Egg groups
mineral
Base EXP
172

Evolution

voltorb electrode

level-up · Lv 30

How hard is it to catch

Its capture rate of 60 is an input to the formula, not a chance — so here is what that number is actually worth with each ball you can get, thrown the way the game throws: at a wild you have already beaten.

Ball Chance With a type medal Gold per catch
Poké Ball (×0.65) 2.5% 5.1% 7,108
Great Ball (×1.5) 5.8% 11.7% 9,241
Ultra Ball (×2.0) 7.8% 15.6% 13,861

Every throw is an independent roll, and a miss spends the ball anyway. The medal column is a maxed type medal for this species' type — the one multiplier here you can grow. A shiny is far harder than any of these, and only the Master Ball ignores the roll entirely.

Gold per catch is the ball's shop price divided by its chance — what an average catch costs you. A stronger ball is usually not the cheaper one: what it buys is fewer throws, which on a hunt you leave running is time and bag space rather than money.

Moves

Learned by leveling up

Level Move Type Class Power
1 Screech Screech normal status Power Accuracy 85% Cooldown 9.0s Range (px) 140 DEF -2 Lowers the target’s Defense by two stages. normal status
1 Sonic Boom Sonic Boom normal special Power Accuracy 90% Cooldown 2.0s Range (px) 180 Fixed dmg Inflicts 55 points of damage. normal special
1 Tackle Tackle normal physical Power 40 Accuracy 100% Cooldown 1.5s Range (px) 90 Inflicts regular damage with no additional effect. normal physical 40
22 Self Destruct Self Destruct normal physical Power 200 Accuracy 100% Cooldown 12.0s Range (px) 140 AoE (px) 90 Cast 1.5s User faints User faints. normal physical 200
29 Light Screen Light Screen psychic status Power Accuracy Cooldown 22.0s Range (px) 140 Halves special Halves incoming special damage for 20 s. psychic status
40 Swift Swift normal special Power 60 Accuracy Cooldown 2.8s Range (px) 140 AoE (px) 90 Never misses. normal special 60
50 Explosion Explosion normal physical Power 250 Accuracy 100% Cooldown 12.0s Range (px) 140 AoE (px) 90 Cast 1.5s User faints User faints. normal physical 250

Learned by TM / HM

Move Type Class Power
Bide Bide normal physical Power Accuracy Cooldown 6.0s Range (px) 140 Bide Stores damage for 2 s, then strikes back for twice the total. normal physical
Double Team Double Team normal status Power Accuracy Cooldown 6.0s Range (px) 140 EVA +1 Raises the user’s evasion by one stage. normal status
Explosion Explosion normal physical Power 250 Accuracy 100% Cooldown 12.0s Range (px) 140 AoE (px) 90 Cast 1.5s User faints User faints. normal physical 250
Flash Flash normal status Power Accuracy 100% Cooldown 6.0s Range (px) 140 ACC -1 Lowers the target’s accuracy by one stage. normal status
Hyper Beam Hyper Beam normal special Power 150 Accuracy 90% Cooldown 5.9s Range (px) 180 Cast 1.5s An enormous blast. Needs a long time before it can be used again. normal special 150
Mimic Mimic normal status Power Accuracy Cooldown 0.0s Range (px) 140 Mimic Borrows the target’s last used move into this slot. Once the borrowed move has been used and finished its cooldown, the slot goes back to Mimic. normal status
Rage Rage normal physical Power 20 Accuracy 100% Cooldown 1.0s Range (px) 90 Rage For 8 s, the user's Attack rises by one stage each time it is hit. normal physical 20
Reflect Reflect psychic status Power Accuracy Cooldown 22.0s Range (px) 140 Halves physical Halves incoming physical damage for 20 s. psychic status
Rest Rest psychic status Power Accuracy Cooldown 25.0s Range (px) 140 Channel 6s Full heal + sleep The user sleeps for 6 s, recovering 100% of its max HP as it sleeps. Waking early keeps only the HP already restored. psychic status
Self Destruct Self Destruct normal physical Power 200 Accuracy 100% Cooldown 12.0s Range (px) 140 AoE (px) 90 Cast 1.5s User faints User faints. normal physical 200
Skull Bash Skull Bash normal physical Power 130 Accuracy 100% Cooldown 5.0s Range (px) 90 Cast 1.2s Charges for 1.2 s, then strikes. A hit that lands raises the user's Defense by one stage. normal physical 130
Substitute Substitute normal status Power Accuracy Cooldown 18.0s Range (px) 140 Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. normal status
Swift Swift normal special Power 60 Accuracy Cooldown 2.8s Range (px) 140 AoE (px) 90 Never misses. normal special 60
Take Down Take Down normal physical Power 90 Accuracy 85% Cooldown 2.8s Range (px) 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil. normal physical 90
Teleport Teleport psychic status Power Accuracy Cooldown 10.0s Range (px) 140 Flee Slips away and drops the foe's aggro. Fails in a duel. psychic status
Thunder Thunder electric special Power 110 Accuracy 70% Cooldown 3.1s Range (px) 180 paralysis 30% Cast 1.5s Has a chance to paralyze the target. electric special 110
Thunder Wave Thunder Wave electric status Power Accuracy 90% Cooldown 14.0s Range (px) 140 paralysis Cast 1.5s Paralyzes the target. electric status
Thunderbolt Thunderbolt electric special Power 90 Accuracy 100% Cooldown 3.7s Range (px) 180 paralysis 10% Has a chance to paralyze the target. electric special 90
Toxic Toxic poison status Power Accuracy 90% Cooldown 18.0s Range (px) 140 poison Poisons the target, draining its HP for 16 s. poison status

Where to catch

Zone Levels Spawn weight
Power Plant (Gerador Central) 50–62 100