Accent Image to accompany hero

Electrodein Pokémon Heart & Soul

electric
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Pokédex Entry

Ball Pokémon

They appear in great numbers at electric power plants. Because they feed on electricity, they cause massive and chaotic blackouts in nearby cities.

Electrode in Pokémon Heart & Soul

Electrode is #101 in the Pokédex for Pokémon Heart & Soul. This page covers its electric typing, base stats, abilities, level-up and TM/HM moves, evolution chain, and where to find it across 3 encounter locations.

Type
Electric
Dex
#128 Johto Dex · #101 National
Abilities
Soundproof(Primary)

Avoids sound-based moves.

Static(Secondary)

Paralyzes on contact.

Aftermath(Hidden)

Fainting damages the foe.

Growth Rate
mediumfast
Gender Ratio
Genderless
Egg Groups
mineral
Hatch Rate
Medium Fast (20 cycles)
Catch Rate
60
pokeball
Poké Ball6.9%
greatball
Great Ball8.9%
ultraball
Ultra Ball11.5%
Base Exp
172
EV Yield
2 Speed
Wild Held Items
None
Weak To
ground ×2
Resists
electric ×0.5flying ×0.5steel ×0.5

How to Obtain

You can catch Electrode in Cerulean Cave 1F (rare), in Cerulean Cave 2F (very rare), and in Cerulean Cave B1F (very rare). Wild ones range from level 58 to 61. One-time encounters await in Power Plant at level 34 and Rocket Hideout B2F at level 30.

LocationLevelMethodFormHeld ItemPrerequisite
Rocket Hideout B2FLv. 30static---
Power PlantLv. 34static---

Wild Encounters (3)

Gen 7 Moves

The movepool a new game starts with.

Level Up (22)

Magnetic FluxLevel: 1electric
PWR0ACC0PP20
Boosts the defenses of those with Plus or Minus.
ChargeLevel: 1electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
Sonic BoomLevel: 1normal
PWR1ACC90PP20
Launches shock waves that always inflict 20 HP damage.
Eerie ImpulseLevel: 1electric
PWR0ACC100PP15
Exposes the foe to a pulse that sharply cuts Sp. Atk.
Sonic BoomLevel: 4normal
PWR1ACC90PP20
Launches shock waves that always inflict 20 HP damage.
Eerie ImpulseLevel: 6electric
PWR0ACC100PP15
Exposes the foe to a pulse that sharply cuts Sp. Atk.
SparkLevel: 9electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
RolloutLevel: 11rock
PWR30ACC90PP20
Attack lasting 5 turns with rising intensity.
ScreechLevel: 13normal
PWR0ACC85PP40
Emits a screech to sharply reduce the foe's Defense.
Charge BeamLevel: 16electric
PWR50ACC90PP10
Fires a beam of electricity. May raise Sp. Atk.
SwiftLevel: 20normal
PWR60ACC0PP20
Sprays star-shaped rays that never miss.
Electro BallLevel: 22electric
PWR1ACC100PP10
Hurls an orb that does more damage to slower foes.
Self DestructLevel: 26normal
PWR0ACC100PP5
Inflicts severe damage but makes the user faint.
Light ScreenLevel: 29psychic
PWR0ACC0PP30
Wall of light cuts special damage for 5 turns.
RolloutLevel: 32rock
PWR30ACC90PP20
Attack lasting 5 turns with rising intensity.
Magnet RiseLevel: 36electric
PWR0ACC0PP10
The user levitates with electromagnetism.
DischargeLevel: 41electric
PWR80ACC100PP15
Zaps all other {PKMN} with electricity. May paralyze.
ExplosionLevel: 47normal
PWR0ACC100PP5
Inflicts severe damage but makes the user faint.
Gyro BallLevel: 54steel
PWR1ACC100PP5
A high-speed spin that does more damage to faster foes.
Flash CannonLevel: 56steel
PWR80ACC100PP10
Releases a blast of light that may lower Sp. Def.
Mirror CoatLevel: 58psychic
PWR1ACC100PP20
Counters the foe's special attack at double the power.

Gen 3 Moves

Used when the “Pokémon Movepool” challenge setting is set to Gen 3.

Level Up (13)

ChargeLevel: 1electric
PWR0ACC0PP20
Charges power to boost the Electric move used next.
TackleLevel: 1normal
PWR35ACC0PP35
Charges the foe with a full- body tackle.
ScreechLevel: 1normal
PWR0ACC85PP40
Emits a screech to sharply reduce the foe's Defense.
Sonic BoomLevel: 1normal
PWR1ACC90PP20
Launches shock waves that always inflict 20 HP damage.
ScreechLevel: 8normal
PWR0ACC85PP40
Emits a screech to sharply reduce the foe's Defense.
Sonic BoomLevel: 15normal
PWR1ACC90PP20
Launches shock waves that always inflict 20 HP damage.
SparkLevel: 21electric
PWR65ACC100PP20
An electrified tackle that may paralyze the foe.
Self DestructLevel: 27normal
PWR0ACC100PP5
Inflicts severe damage but makes the user faint.
RolloutLevel: 34rock
PWR30ACC90PP20
Attack lasting 5 turns with rising intensity.
Light ScreenLevel: 41psychic
PWR0ACC0PP30
Wall of light cuts special damage for 5 turns.
SwiftLevel: 48normal
PWR60ACC0PP20
Sprays star-shaped rays that never miss.
ExplosionLevel: 54normal
PWR0ACC100PP5
Inflicts severe damage but makes the user faint.
Mirror CoatLevel: 59psychic
PWR1ACC100PP20
Counters the foe's special attack at double the power.

TM/HM Moves (31)

Charge Beamelectric
PWR50ACC90PP10TM57
Fires a beam of electricity. May raise Sp. Atk.
Double Teamnormal
PWR0ACC0PP15TM32
Creates illusory copies to raise evasiveness.
Endurenormal
PWR0ACC0PP10TM58
Endures any attack for 1 turn, leaving at least 1HP.
Explosionnormal
PWR0ACC100PP5TM64
Inflicts severe damage but makes the user faint.
Facadenormal
PWR70ACC100PP20TM42
Boosts power when burned, paralyzed, or poisoned.
Flashnormal
PWR0ACC0PP20HM05
Looses a powerful blast of light that cuts accuracy.
Frustrationnormal
PWR1ACC100PP20TM21
Attack that is stronger if the Trainer is disliked.
Giga Impactnormal
PWR150ACC90PP5TM68
Leaves the user immobile if target is not KO'd.
Gyro Ballsteel
PWR1ACC100PP5TM74
A high-speed spin that does more damage to faster foes.
Hidden Powernormal
PWR0ACC100PP15TM10
The type varies with the user.The type and effectiveness vary with the user.
Hyper Beamnormal
PWR150ACC90PP5TM15
Leaves the user immobile if target is not KO'd.
Light Screenpsychic
PWR0ACC0PP30TM16
Wall of light cuts special damage for 5 turns.
Natural Giftnormal
PWR1ACC100PP15TM83
The effectiveness varies with the held Berry.
Protectnormal
PWR0ACC0PP10TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
PWR0ACC0PP5TM18
Boosts the power of Water- type moves for 5 turns.
Recyclenormal
PWR0ACC0PP10TM67
Recycles a used item for one more use.
Reflectpsychic
PWR0ACC0PP20TM33
Wall of light cuts physical damage for 5 turns.
Restpsychic
PWR0ACC0PP0TM44
The user sleeps for 2 turns, restoring HP and status.
Returnnormal
PWR1ACC100PP20TM27
Attack that increases in power with friendship.
Secret Powernormal
PWR70ACC100PP20TM43
Attack with effects that vary by location.
Shock Waveelectric
PWR60ACC0PP20TM34
A fast and unavoidable electric attack.
Sleep Talknormal
PWR0ACC0PP10TM82
Uses an available move randomly while asleep.
Substitutenormal
PWR0ACC0PP10TM90
Creates a decoy using 1/4 of the user's maximum HP.
Swaggernormal
PWR0ACC0PP15TM87
Confuses the foe, but also sharply raises its Attack.
Tauntdark
PWR0ACC100PP20TM12
Taunts the foe into only using attack moves.
Thiefdark
PWR0ACC100PP0TM46
While attacking, it may steal the foe's held item.
Thunderelectric
PWR0ACC70PP10TM25
A lightning attack that may cause paralysis.
Thunderboltelectric
PWR0ACC100PP15TM24
A strong electrical attack that may paralyze the foe.
Thunder Waveelectric
PWR0ACC0PP20TM73
A weak jolt of electricity that paralyzes the foe.
Tormentdark
PWR0ACC100PP15TM41
Torments the foe and stops successive use of a move.
Toxicpoison
PWR0ACC0PP10TM06
Poisons the foe with an intensifying toxin.

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.

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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