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.
Electrode #101in Pokémon Crystal Advance Redux
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.
Avoids sound-based moves.
Paralyzes on contact.
How to Obtain
| Location | Level | Method | Form | Held Item | Prerequisite |
|---|---|---|---|---|---|
| Rocket Hideout | Lv. 35 | static | - | - | - |
Wild Encounters (7)
Evolution Moves (1)
Moves learned upon evolving into Electrode.
Level Up Moves (22)
| Level | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| TackleLevel: 1Tackle | normal | PWR40 | ACC100 | PP35 | ||
| A physical attack in which the user charges, full body, into the foe. | ||||||
| ChargeLevel: 3Charge | electric | PWR0 | ACC0 | PP20 | ||
| The user charges power to boost the Electric move it uses next. | ||||||
| ThundershockLevel: 5Thundershock | electric | PWR40 | ACC100 | PP30 | ||
| An electric shock attack that may also leave the foe paralyzed. | ||||||
| SonicboomLevel: 7Sonicboom | normal | PWR1 | ACC90 | PP20 | ||
| The foe is hit with a shock wave that always inflicts 20- HP damage. | ||||||
| TauntLevel: 10Taunt | dark | PWR0 | ACC100 | PP20 | ||
| The foe is taunted into a rage that allows it to use only attack moves. | ||||||
| SparkLevel: 12Spark | electric | PWR65 | ACC100 | PP20 | ||
| An electrically charged tackle that may also paralyze the foe. | ||||||
| RolloutLevel: 15Rollout | rock | PWR30 | ACC90 | PP20 | ||
| A 5-turn rolling attack that becomes stronger each time it hits. | ||||||
| ScreechLevel: 19Screech | normal | PWR0 | ACC85 | PP40 | ||
| An ear-splitting screech is emitted to sharply reduce the foe's Defense. | ||||||
| ThiefLevel: 22Thief | dark | PWR60 | ACC100 | PP25 | ||
| An attack that may take the foe's held item if the user isn't holding one. | ||||||
| Charge BeamLevel: 26Charge Beam | electric | PWR50 | ACC90 | PP10 | ||
| The user fires a load of electricity that may raise the user's Sp. Atk. | ||||||
| Signal BeamLevel: 29Signal Beam | bug | PWR75 | ACC100 | PP15 | ||
| The foe is hit with a flashing beam that may also cause confusion. | ||||||
| RecycleLevel: 32Recycle | normal | PWR0 | ACC0 | PP10 | ||
| A move that recycles a used item for use once more. | ||||||
| SwiftLevel: 34Swift | normal | PWR60 | ACC0 | PP20 | ||
| Star-shaped rays that never miss are fired at all foes in battle. | ||||||
| Magnet RiseLevel: 37Magnet Rise | electric | PWR0 | ACC0 | PP10 | ||
| The user levitates using electrically magnetism for five turns. | ||||||
| ThunderboltLevel: 41Thunderbolt | electric | PWR95 | ACC100 | PP15 | ||
| A strong electrical attack that may also leave the foe paralyzed. | ||||||
| Light ScreenLevel: 44Light Screen | psychic | PWR0 | ACC0 | PP30 | ||
| A wall of light cuts damage from Special attacks for five turns. | ||||||
| Sucker PunchLevel: 47Sucker Punch | dark | PWR70 | ACC100 | PP5 | ||
| This move allows the user to strike first, if the foe is readying an attack. | ||||||
| Take DownLevel: 51Take Down | normal | PWR90 | ACC85 | PP20 | ||
| A reckless, full- body charge attack that also hurts the user a little. | ||||||
| Mirror CoatLevel: 53Mirror Coat | psychic | PWR1 | ACC100 | PP20 | ||
| A retaliation move that pays back the foe's special attack double. | ||||||
| ExplosionLevel: 57Explosion | normal | PWR250 | ACC100 | PP5 | ||
| The user explodes to inflict terrible damage even while fainting itself. | ||||||
| Foul PlayLevel: 61Foul Play | dark | PWR95 | ACC100 | PP15 | ||
| An under-handed attack that uses the foes Attack power against them. | ||||||
| Zap CannonLevel: 65Zap Cannon | electric | PWR120 | ACC50 | PP5 | ||
| An electric blast is fired like a cannon to inflict damage and paralyze. | ||||||
TM/HM Moves (18)
| Move | Type | Cat. | Power | Acc. | PP | |
|---|---|---|---|---|---|---|
| HeadbuttHeadbutt | normal | PWR70 | ACC100 | PP15 | TM02TM02 | |
| The user sticks its head out and rams. It may make the foe flinch. | ||||||
| CurseCurse | ghost | PWR0 | ACC0 | PP10 | TM03TM03 | |
| A move that works differently for the Ghost type and all the other types. | ||||||
| RolloutRollout | rock | PWR30 | ACC90 | PP20 | TM04TM04 | |
| A 5-turn rolling attack that becomes stronger each time it hits. | ||||||
| ToxicToxic | poison | PWR0 | ACC85 | PP10 | TM06TM06 | |
| A move that badly poisons the foe. Its poison damage worsens every turn. | ||||||
| Zap CannonZap Cannon | electric | PWR120 | ACC50 | PP5 | TM07TM07 | |
| An electric blast is fired like a cannon to inflict damage and paralyze. | ||||||
| An attack that varies in type and intensity depending on the user. | ||||||
| Hyper BeamHyper Beam | normal | PWR150 | ACC90 | PP5 | TM15TM15 | |
| A severely damaging attack that makes the user rest on the next turn. | ||||||
| ProtectProtect | normal | PWR0 | ACC0 | PP10 | TM17TM17 | |
| Enables the user to evade all attacks. It may fail if used in succession. | ||||||
| Rain DanceRain Dance | water | PWR0 | ACC0 | PP5 | TM18TM18 | |
| A heavy rain falls for five turns, powering up Water- type moves. | ||||||
| ThunderThunder | electric | PWR120 | ACC70 | PP10 | TM25TM25 | |
| A brutal lightning attack that may also leave the foe paralyzed. | ||||||
| ReturnReturn | normal | PWR1 | ACC100 | PP20 | TM27TM27 | |
| This attack move grows more powerful the more the user likes its Trainer. | ||||||
| Double TeamDouble Team | normal | PWR0 | ACC0 | PP15 | TM32TM32 | |
| The user creates illusory copies of itself to raise its evasiveness. | ||||||
| SwaggerSwagger | normal | PWR0 | ACC90 | PP15 | TM34TM34 | |
| A move that makes the foe confused, but also sharply raises its Attack. | ||||||
| SwiftSwift | normal | PWR60 | ACC0 | PP20 | TM39TM39 | |
| Star-shaped rays that never miss are fired at all foes in battle. | ||||||
| Shock WaveShock Wave | electric | PWR60 | ACC0 | PP20 | TM41TM41 | |
| A rapid jolt of electricity strikes the foe. It can't be evaded. | ||||||
| RestRest | psychic | PWR0 | ACC0 | PP10 | TM44TM44 | |
| The user sleeps for two turns to fully restore HP and heal any status problem. | ||||||
| ThiefThief | dark | PWR60 | ACC100 | PP25 | TM46TM46 | |
| An attack that may take the foe's held item if the user isn't holding one. | ||||||
| FlashFlash | normal | PWR0 | ACC100 | PP20 | HM05HM05 | |
| A blast of light that cuts the foe's accuracy. It also illuminates caves. | ||||||
Move Tutor Moves (13)
| Move | Type | Cat. | Power | Acc. | PP | Location | |
|---|---|---|---|---|---|---|---|
| Charge Beam(Saffron City)Charge Beam | electric | PWR50 | ACC90 | PP10 | TutorTutor | ||
| The user fires a load of electricity that may raise the user's Sp. Atk. | |||||||
| Thunderbolt(Celadon City)Thunderbolt | electric | PWR95 | ACC100 | PP15 | TutorTutor | ||
| A strong electrical attack that may also leave the foe paralyzed. | |||||||
| Sleep Talk(Ecruteak City)Sleep Talk | normal | PWR0 | ACC0 | PP10 | TutorTutor | ||
| While asleep, the user randomly uses one of the moves it knows. | |||||||
| Gyro Ball(Olivine City, Underwater Sevii)Gyro Ball | steel | PWR1 | ACC100 | PP5 | TutorTutor | ||
| A high-speed spin. The slower the user is than the foe, the greater the damage. | |||||||
| Flash Cannon(Vermilion City)Flash Cannon | steel | PWR80 | ACC100 | PP10 | TutorTutor | ||
| Light energy is shot at the foe. It may also lower the foe's Sp. Def. | |||||||
| Signal Beam(Saffron City)Signal Beam | bug | PWR75 | ACC100 | PP15 | TutorTutor | ||
| The foe is hit with a flashing beam that may also cause confusion. | |||||||
| Facade(Goldenrod Dept., Ice Path)Facade | normal | PWR70 | ACC100 | PP20 | TutorTutor | ||
| An attack that is boosted if user is burned, poisoned, or paralyzed. | |||||||
| Mimic(Goldenrod Dept., Saffron City)Mimic | normal | PWR0 | ACC100 | PP10 | TutorTutor | ||
| The user copies the move last used by the foe for the rest of the battle. | |||||||
| Thunder Wave(Goldenrod Dept.)Thunder Wave | electric | PWR0 | ACC90 | PP20 | TutorTutor | ||
| A weak electric shock that is sure to cause paralysis if it hits. | |||||||
| Agility(Blackthorn City)Agility | psychic | PWR0 | ACC0 | PP30 | TutorTutor | ||
| The user relaxes and lightens its body to sharply boost its Speed. | |||||||
| Wild Charge(Blackthorn City)Wild Charge | electric | PWR90 | ACC100 | PP15 | TutorTutor | ||
| The user throws an electrified tackle. It hurts the user a little. | |||||||
| Volt Switch(Battle Tower, Power Plant)Volt Switch | electric | PWR70 | ACC100 | PP20 | TutorTutor | ||
| After attacking, the user switches places with a party Pokémon. | |||||||
| Taunt(Battle Tower, Three Island, Underwater Sevii)Taunt | dark | PWR0 | ACC100 | PP20 | TutorTutor | ||
| The foe is taunted into a rage that allows it to use only attack moves. | |||||||
Type Summary
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.
Best Counters
Pokémon that have type advantages against Electrode, either offensively or defensively.
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 →
electrode in 7 gameselectricSame typing and stats as this game
electrode in Emerald LegacyelectricSpeed 140 -10
electrode in Johto LegendselectricAttack 80 +30Speed 140 -10