#100.101
Voltorb/Electrode
100.101
ELECTRIC
#101.100
Electrode/Voltorb
101.100
ELECTRIC

X
46(-7)
HP
53(+7)
X
X
43(+7)
ATK
36(-7)
X
X
63(+7)
DEF
56(-7)
X
X
63(-8)
SP.ATKSP.A
71(+8)
X
X
63(-8)
SP.DEFSP.D
71(+8)
X
X
126(+13)
SPEEDSPD
113(-13)
X
X
404(+4)
TOTALTOT
400(-4)
X

Regular
Static: On contact, the attacker has a 30% chance to be paralyzed.
Soundproof: Immune to sound-based moves.
Hidden
Aftermath: When knocked out by a contact move, the attacker loses 1/4th max HP.

x2
GROUND
x2
x1
BUGDARKDRAGONFAIRYFIGHTINGFIREGHOSTGRASSICENORMALPOISONPSYCHICROCKWATER
x1
x1/2
ELECTRICFLYINGSTEEL
x1/2

#100
Voltorb
100
ELECTRIC
Lv.30
#101
Electrode
101
ELECTRIC

Classic Mode
Vermillion City (trade), Power Plant (static), Route 9, 10, Power Plant
Pokemon: 100
Cinnabar Island (trade), Power Plant (static), Cerulean Cave, Power Plant, Evolve Voltorb (Lv30)
Pokemon: 101
Remix Mode
Vermillion City (trade), Power Plant (static), Route 11, Power Plant
Pokemon: 100
Cinnabar Island (trade), Power Plant (static), Bond Bridge, Evolve Voltorb (Lv30)
Pokemon: 101

LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
1
Charge
multiple sources
ELECTRIC
STATUS
-
-
-
20
multiple sources
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
1
Eerie Impulse
Pokemon: 101
ELECTRIC
STATUS
-
100
-
15
Pokemon: 101
Lowers the target's SP.ATK two stages.
1
Magnetic Flux
Pokemon: 101
ELECTRIC
STATUS
-
-
-
20
Pokemon: 101
Raises the DEF and SP.DEF of all friendly Pokémon with plus or minus one stage.
1
Sonic Boom
Pokemon: 101
NORMAL
SPECIAL
1
90
-
20
Pokemon: 101
Inflicts exactly 20 damage.
1
Tackle
multiple sources
NORMAL
PHYSICAL
40
100
-
35
multiple sources
Inflicts regular damage.
4
Sonic Boom
multiple sources
NORMAL
SPECIAL
1
90
-
20
multiple sources
Inflicts exactly 20 damage.
6
Eerie Impulse
multiple sources
ELECTRIC
STATUS
-
100
-
15
multiple sources
Lowers the target's SP.ATK two stages.
9
Spark
multiple sources
ELECTRIC
PHYSICAL
65
100
30
20
multiple sources
Can paralyze the target.
11
Rollout
multiple sources
ROCK
PHYSICAL
30
90
-
20
multiple sources
User is forced to use this move for five turns, doubling in power each time up to 16x.
13
Screech
multiple sources
NORMAL
STATUS
-
85
-
40
multiple sources
Lowers the target's DEF two stages.
16
Charge Beam
multiple sources
ELECTRIC
SPECIAL
50
90
70
10
multiple sources
Can raise the user's SP.ATK one stage.
20
Swift
multiple sources
NORMAL
SPECIAL
60
-
-
20
multiple sources
Doesn't miss.
22
Electro Ball
multiple sources
ELECTRIC
SPECIAL
1
100
-
10
multiple sources
Hits harder the faster the user is to the target, to a maximum power of 150.
26
Self-Destruct
multiple sources
NORMAL
PHYSICAL
200
100
-
5
multiple sources
User faints.
29
Light Screen
multiple sources
PSYCHIC
STATUS
-
-
-
30
multiple sources
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
34
Magnet Rise
Pokemon: 100
ELECTRIC
STATUS
-
-
-
10
Pokemon: 100
For five turns, the user is immune to ground moves.
36
Magnet Rise
Pokemon: 101
ELECTRIC
STATUS
-
-
-
10
Pokemon: 101
For five turns, the user is immune to ground moves.
37
Discharge
Pokemon: 100
ELECTRIC
SPECIAL
80
100
30
15
Pokemon: 100
Can paralyze the target.
41
Discharge
Pokemon: 101
ELECTRIC
SPECIAL
80
100
30
15
Pokemon: 101
Can paralyze the target.
41
Explosion
Pokemon: 100
NORMAL
PHYSICAL
250
100
-
5
Pokemon: 100
User faints.
46
Gyro Ball
Pokemon: 100
STEEL
PHYSICAL
1
100
-
5
Pokemon: 100
Hits harder the slower the user is to the target, to a maximum power of 150.
47
Explosion
Pokemon: 101
NORMAL
PHYSICAL
250
100
-
5
Pokemon: 101
User faints.
48
Mirror Coat
Pokemon: 100
PSYCHIC
SPECIAL
1
100
-
20
Pokemon: 100
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.
54
Gyro Ball
Pokemon: 101
STEEL
PHYSICAL
1
100
-
5
Pokemon: 101
Hits harder the slower the user is to the target, to a maximum power of 150.
58
Mirror Coat
Pokemon: 101
PSYCHIC
SPECIAL
1
100
-
20
Pokemon: 101
Inflicts twice the special damage the target dealt to the user this turn. Has -5 move priority.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Toxic
multiple sources
POISON
STATUS
-
90
-
10
multiple sources
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hidden Power
multiple sources
NORMAL
SPECIAL
60
100
-
15
multiple sources
Power and type are determined by the user's IVs.
Taunt
multiple sources
DARK
STATUS
-
100
-
20
multiple sources
Target is forced to only use damaging moves for the next 3–5 turns.
Hyper Beam
Pokemon: 101
NORMAL
SPECIAL
150
90
-
5
Pokemon: 101
The user can't attack or switch out the turn after this is used.
Light Screen
multiple sources
PSYCHIC
STATUS
-
-
-
30
multiple sources
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Protect
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
multiple sources
WATER
STATUS
-
-
-
5
multiple sources
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Telekinesis
Pokemon: 101
PSYCHIC
STATUS
-
-
-
15
Pokemon: 101
For three turns, all non-KO moves hit the target.
Frustration
multiple sources
NORMAL
PHYSICAL
1
100
-
20
multiple sources
Power increases with unhappiness up to 102.
Thunderbolt
multiple sources
ELECTRIC
SPECIAL
90
100
10
15
multiple sources
Can paralyze the target.
Thunder
multiple sources
ELECTRIC
SPECIAL
110
70
30
10
multiple sources
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Return
multiple sources
NORMAL
PHYSICAL
1
100
-
20
multiple sources
Power increases with happiness, up to a maximum of 102.
Double Team
multiple sources
NORMAL
STATUS
-
-
-
15
multiple sources
Raises the user's evasion one stage.
Torment
multiple sources
DARK
STATUS
-
100
-
15
multiple sources
Prevents the target from using the same move twice in a row.
Facade
multiple sources
NORMAL
PHYSICAL
70
100
-
20
multiple sources
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
multiple sources
PSYCHIC
STATUS
-
-
-
10
multiple sources
The user falls asleep and regains all of its HP.
Thief
multiple sources
DARK
PHYSICAL
60
100
-
25
multiple sources
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
Round
multiple sources
NORMAL
SPECIAL
60
100
-
15
multiple sources
If Round has already been used this turn, this move's power is doubled.
Charge Beam
multiple sources
ELECTRIC
SPECIAL
50
90
70
10
multiple sources
Can raise the user's SP.ATK one stage.
Explosion
multiple sources
NORMAL
PHYSICAL
250
100
-
5
multiple sources
User faints.
Giga Impact
Pokemon: 101
NORMAL
PHYSICAL
150
90
-
5
Pokemon: 101
The user can't attack or switch out the turn after this is used.
Volt Switch
multiple sources
ELECTRIC
SPECIAL
70
100
-
20
multiple sources
Inflicts regular damage, then the user immediately switches out.
Thunder Wave
multiple sources
ELECTRIC
STATUS
-
90
-
20
multiple sources
Paralyzes the target.
Gyro Ball
multiple sources
STEEL
PHYSICAL
1
100
-
5
multiple sources
Hits harder the slower the user is to the target, to a maximum power of 150.
Swagger
multiple sources
NORMAL
STATUS
-
85
-
15
multiple sources
Raises the target's ATK two stages and then confuses it.
Sleep Talk
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
Randomly use one of the user's other three moves. Fails if awake.
Substitute
multiple sources
NORMAL
STATUS
-
-
-
10
multiple sources
The user transfers 1/4 max HP into a doll that will take hits instead.
Wild Charge
multiple sources
ELECTRIC
PHYSICAL
90
100
-
15
multiple sources
User takes 1/4 the damage it inflicts in recoil.
Shock Wave
multiple sources
ELECTRIC
SPECIAL
60
-
-
20
multiple sources
Doesn't miss.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Teleport
multiple sources
PSYCHIC
STATUS
-
-
-
20
multiple sources
Does nothing. Wild battles end immediately. Has -6 move priority.
Flash
multiple sources
NORMAL
STATUS
-
100
-
20
multiple sources
Lowers the target's accuracy one stage.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Magnet Rise
multiple sources
ELECTRIC
STATUS
-
-
-
10
multiple sources
For five turns, the user is immune to ground moves.
Rollout
multiple sources
ROCK
PHYSICAL
30
90
-
20
multiple sources
User is forced to use this move for five turns, doubling in power each time up to 16x.
Signal Beam
multiple sources
BUG
SPECIAL
75
100
10
15
multiple sources
Can confuse the target.
Sucker Punch
multiple sources
DARK
PHYSICAL
70
100
-
5
multiple sources
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Swift
multiple sources
NORMAL
SPECIAL
60
-
-
20
multiple sources
Doesn't miss.

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Electrify
multiple sources
ELECTRIC
STATUS
-
-
-
20
multiple sources
If moving before the target, its chosen move this turn becomes Electric-type.
Mind Blown
multiple sources
FIRE
SPECIAL
150
100
-
5
multiple sources
Inflicts damage, and the user takes damage equal to half of its max HP, rounded up.
Zing Zap
multiple sources
ELECTRIC
PHYSICAL
80
100
30
10
multiple sources
Can make the target flinch.

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