Same name in this game

Electrode is the name this game gives to more than one species. Electrode #101. The number after each name is the game's own regional dex entry.

Accent Image to accompany hero

Electrode #101in Pokémon Crystal Advance Redux

electric

Pokédex Entry

Ball Pokémon

It explodes in response to even minor stimuli. It is feared, with the nickname of “The Bomb Ball.”

Electrode #101 in Pokémon Crystal Advance Redux

Electrode #101 is #101 in Crystal Advance Redux's regional Pokédex. This page covers its electric typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it across 7 encounter locations.

Type
Electric
Dex
#101
Abilities
Soundproof(Primary)

Avoids sound-based moves.

Static(Secondary)

Paralyzes on contact.

Growth Rate
mediumfast
Gender Ratio
Genderless
Egg Groups
mineral
Hatch Rate
Slowest (40 cycles)
Catch Rate
60
pokeball
Poké Ball6.9%
greatball
Great Ball8.9%
ultraball
Ultra Ball11.5%
Base Exp
150
EV Yield
2 Speed
Weak To
ground ×2
Resists
electric ×0.5flying ×0.5steel ×0.5

Evolution Chain

Base form
Level up Voltorb to Lv. 30

How to Obtain

Look for Electrode #101 in Soul House (uncommon), in Cerulean Cave (rare), and in Mt. Ember (rare), among four other areas. Wild ones range from level 25 to 71. There's a one-time encounter in Rocket Hideout at level 35.

LocationLevelMethodFormHeld ItemPrerequisite
Rocket HideoutLv. 35static---

Wild Encounters (7)

Evolution Moves (1)

Moves learned upon evolving into Electrode.

Dischargeelectric
PWR80ACC100PP15
The user looses an electric flare that hits all Pokémon and may paralyze.

Level Up Moves (22)

TackleLevel: 1normal
PWR40ACC100PP35
A physical attack in which the user charges, full body, into the foe.
ChargeLevel: 3electric
PWR0ACC0PP20
The user charges power to boost the Electric move it uses next.
ThundershockLevel: 5electric
PWR40ACC100PP30
An electric shock attack that may also leave the foe paralyzed.
SonicboomLevel: 7normal
PWR1ACC90PP20
The foe is hit with a shock wave that always inflicts 20- HP damage.
TauntLevel: 10dark
PWR0ACC100PP20
The foe is taunted into a rage that allows it to use only attack moves.
SparkLevel: 12electric
PWR65ACC100PP20
An electrically charged tackle that may also paralyze the foe.
RolloutLevel: 15rock
PWR30ACC90PP20
A 5-turn rolling attack that becomes stronger each time it hits.
ScreechLevel: 19normal
PWR0ACC85PP40
An ear-splitting screech is emitted to sharply reduce the foe's Defense.
ThiefLevel: 22dark
PWR60ACC100PP25
An attack that may take the foe's held item if the user isn't holding one.
Charge BeamLevel: 26electric
PWR50ACC90PP10
The user fires a load of electricity that may raise the user's Sp. Atk.
Signal BeamLevel: 29bug
PWR75ACC100PP15
The foe is hit with a flashing beam that may also cause confusion.
RecycleLevel: 32normal
PWR0ACC0PP10
A move that recycles a used item for use once more.
SwiftLevel: 34normal
PWR60ACC0PP20
Star-shaped rays that never miss are fired at all foes in battle.
Magnet RiseLevel: 37electric
PWR0ACC0PP10
The user levitates using electrically magnetism for five turns.
ThunderboltLevel: 41electric
PWR95ACC100PP15
A strong electrical attack that may also leave the foe paralyzed.
Light ScreenLevel: 44psychic
PWR0ACC0PP30
A wall of light cuts damage from Special attacks for five turns.
Sucker PunchLevel: 47dark
PWR70ACC100PP5
This move allows the user to strike first, if the foe is readying an attack.
Take DownLevel: 51normal
PWR90ACC85PP20
A reckless, full- body charge attack that also hurts the user a little.
Mirror CoatLevel: 53psychic
PWR1ACC100PP20
A retaliation move that pays back the foe's special attack double.
ExplosionLevel: 57normal
PWR250ACC100PP5
The user explodes to inflict terrible damage even while fainting itself.
Foul PlayLevel: 61dark
PWR95ACC100PP15
An under-handed attack that uses the foes Attack power against them.
Zap CannonLevel: 65electric
PWR120ACC50PP5
An electric blast is fired like a cannon to inflict damage and paralyze.

TM/HM Moves (18)

Headbuttnormal
PWR70ACC100PP15TM02
The user sticks its head out and rams. It may make the foe flinch.
Curseghost
PWR0ACC0PP10TM03
A move that works differently for the Ghost type and all the other types.
Rolloutrock
PWR30ACC90PP20TM04
A 5-turn rolling attack that becomes stronger each time it hits.
Toxicpoison
PWR0ACC85PP10TM06
A move that badly poisons the foe. Its poison damage worsens every turn.
Zap Cannonelectric
PWR120ACC50PP5TM07
An electric blast is fired like a cannon to inflict damage and paralyze.
Hidden Powertypeless
PWR60ACC100PP15TM10
An attack that varies in type and intensity depending on the user.
Hyper Beamnormal
PWR150ACC90PP5TM15
A severely damaging attack that makes the user rest on the next turn.
Protectnormal
PWR0ACC0PP10TM17
Enables the user to evade all attacks. It may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
A heavy rain falls for five turns, powering up Water- type moves.
Thunderelectric
PWR120ACC70PP10TM25
A brutal lightning attack that may also leave the foe paralyzed.
Returnnormal
PWR1ACC100PP20TM27
This attack move grows more powerful the more the user likes its Trainer.
Double Teamnormal
PWR0ACC0PP15TM32
The user creates illusory copies of itself to raise its evasiveness.
Swaggernormal
PWR0ACC90PP15TM34
A move that makes the foe confused, but also sharply raises its Attack.
Swiftnormal
PWR60ACC0PP20TM39
Star-shaped rays that never miss are fired at all foes in battle.
Shock Waveelectric
PWR60ACC0PP20TM41
A rapid jolt of electricity strikes the foe. It can't be evaded.
Restpsychic
PWR0ACC0PP10TM44
The user sleeps for two turns to fully restore HP and heal any status problem.
Thiefdark
PWR60ACC100PP25TM46
An attack that may take the foe's held item if the user isn't holding one.
Flashnormal
PWR0ACC100PP20HM05
A blast of light that cuts the foe's accuracy. It also illuminates caves.

Move Tutor Moves (13)

Charge Beam(Saffron City)electric
PWR50ACC90PP10Tutor
The user fires a load of electricity that may raise the user's Sp. Atk.
Thunderbolt(Celadon City)electric
PWR95ACC100PP15Tutor
A strong electrical attack that may also leave the foe paralyzed.
Sleep Talk(Ecruteak City)normal
PWR0ACC0PP10Tutor
While asleep, the user randomly uses one of the moves it knows.
Gyro Ball(Olivine City, Underwater Sevii)steel
PWR1ACC100PP5Tutor
A high-speed spin. The slower the user is than the foe, the greater the damage.
Flash Cannon(Vermilion City)steel
PWR80ACC100PP10Tutor
Light energy is shot at the foe. It may also lower the foe's Sp. Def.
Signal Beam(Saffron City)bug
PWR75ACC100PP15Tutor
The foe is hit with a flashing beam that may also cause confusion.
Facade(Goldenrod Dept., Ice Path)normal
PWR70ACC100PP20Tutor
An attack that is boosted if user is burned, poisoned, or paralyzed.
Mimic(Goldenrod Dept., Saffron City)normal
PWR0ACC100PP10Tutor
The user copies the move last used by the foe for the rest of the battle.
Thunder Wave(Goldenrod Dept.)electric
PWR0ACC90PP20Tutor
A weak electric shock that is sure to cause paralysis if it hits.
Agility(Blackthorn City)psychic
PWR0ACC0PP30Tutor
The user relaxes and lightens its body to sharply boost its Speed.
Wild Charge(Blackthorn City)electric
PWR90ACC100PP15Tutor
The user throws an electrified tackle. It hurts the user a little.
Volt Switch(Battle Tower, Power Plant)electric
PWR70ACC100PP20Tutor
After attacking, the user switches places with a party Pokémon.
Taunt(Battle Tower, Three Island, Underwater Sevii)dark
PWR0ACC100PP20Tutor
The foe is taunted into a rage that allows it to use only attack moves.

Type Summary

1
Weaknesses
3
Resistances
0
Immunities
14
Neutral

Weaknesses

Types that deal increased damage to Electrode. Use these types to counter it effectively.

Resistances & Immunities

Types that Electrode resists or is immune to. Avoid using these types against it.

Base Stats

Also in

This Pokémon appears in other games we cover. Typing and base stats shown are that game's own — differences from the game you're viewing are marked.

See how Electrode differs across the games we cover →

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