Electrode artwork
#101

Electrode

Electric
All data Standard/Form Gen 1

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFast pressure

Electrode reads as a special attacker from its current stats.

Speed readFast

Can pressure before many enemies move.

Watch outGround

These attack types are the first danger check before adding it to a team.

Battle Stats

HP60Atk50Def70Sp.Atk80Sp.Def80Speed150total490
HP 60
Atk 50
Def 70
Sp.Atk 80
Sp.Def 80
Speed 150
Type Check

What scares Electrode?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
Ground
Resists
ElectricFlyingSteel
Immune to
None

Abilities / Passives

Passive effect

Soundproof

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Stat swing

Static

Detailed passive wording is still being verified.

This passive changes stats, so one turn can suddenly become stronger or safer.
Punish / protect

Aftermath

Damages the attacker if it knocks out the Pokémon with a move that makes direct contact.

This passive makes attacking or disrupting the Pokemon more dangerous.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Taunt
Status · Dark Acc - · PP 20

The target is taunted into a rage that allows it to use only attack moves for three turns.

Double-Edge
Physical · Normal PP 16

A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Electroweb
Special · Electric PP 16

The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Volt Switch
Special · Electric PP 20

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Hyper Beam
Special · Normal PP 8

The target is attacked with a powerful beam. The user can't move on the next turn.

Sucker Punch
Physical · Dark PP 8

This move enables the user to attack first. This move fails if the target is not readying an attack.

Light Screen
Status · Psychic Pow - · Acc - · PP 20

A wondrous wall of light is put up to reduce damage from special moves for five turns.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Bide
Damage

Used to take knockouts or put enemies into finishing range.

Charge
Damage

Used to take knockouts or put enemies into finishing range.

Charge Beam
Damage

Used to take knockouts or put enemies into finishing range.

Confide
Damage

Used to take knockouts or put enemies into finishing range.

Curse
Damage

Used to take knockouts or put enemies into finishing range.

Discharge
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (73 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources