#101
Electrode
101
ELECTRIC
#101.101
Electrode/Electrode
101.101
ELECTRIC

X
HP
ATK
DEF
SP.ATKSP.A
SP.DEFSP.D
SPEEDSPD
TOTALTOT
X
X
60
50
70
80
80
140
480
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
X
ELECTRIC
STATUS
-
-
-
20
X
Raises the user's SP.DEF one stage. Doubles power of Electric move used next turn.
1
Eerie Impulse
X
ELECTRIC
STATUS
-
100
-
15
X
Lowers the target's SP.ATK two stages.
1
Magnetic Flux
X
ELECTRIC
STATUS
-
-
-
20
X
Raises the DEF and SP.DEF of all friendly Pokémon with plus or minus one stage.
1
Sonic Boom
X
NORMAL
SPECIAL
1
90
-
20
X
Inflicts exactly 20 damage.
1
Tackle
X
NORMAL
PHYSICAL
40
100
-
35
X
Inflicts regular damage.
4
Sonic Boom
X
NORMAL
SPECIAL
1
90
-
20
X
Inflicts exactly 20 damage.
6
Eerie Impulse
X
ELECTRIC
STATUS
-
100
-
15
X
Lowers the target's SP.ATK two stages.
9
Spark
X
ELECTRIC
PHYSICAL
65
100
30
20
X
Can paralyze the target.
11
Rollout
X
ROCK
PHYSICAL
30
90
-
20
X
User is forced to use this move for five turns, doubling in power each time up to 16x.
13
Screech
X
NORMAL
STATUS
-
85
-
40
X
Lowers the target's DEF two stages.
16
Charge Beam
X
ELECTRIC
SPECIAL
50
90
70
10
X
Can raise the user's SP.ATK one stage.
20
Swift
X
NORMAL
SPECIAL
60
-
-
20
X
Doesn't miss.
22
Electro Ball
X
ELECTRIC
SPECIAL
1
100
-
10
X
Hits harder the faster the user is to the target, to a maximum power of 150.
26
Self-Destruct
X
NORMAL
PHYSICAL
200
100
-
5
X
User faints.
29
Light Screen
X
PSYCHIC
STATUS
-
-
-
30
X
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
36
Magnet Rise
X
ELECTRIC
STATUS
-
-
-
10
X
For five turns, the user is immune to ground moves.
41
Discharge
X
ELECTRIC
SPECIAL
80
100
30
15
X
Can paralyze the target.
47
Explosion
X
NORMAL
PHYSICAL
250
100
-
5
X
User faints.
54
Gyro Ball
X
STEEL
PHYSICAL
1
100
-
5
X
Hits harder the slower the user is to the target, to a maximum power of 150.
58
Mirror Coat
X
PSYCHIC
SPECIAL
1
100
-
20
X
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
X
POISON
STATUS
-
90
-
10
X
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hidden Power
X
NORMAL
SPECIAL
60
100
-
15
X
Power and type are determined by the user's IVs.
Taunt
X
DARK
STATUS
-
100
-
20
X
Target is forced to only use damaging moves for the next 3–5 turns.
Hyper Beam
X
NORMAL
SPECIAL
150
90
-
5
X
The user can't attack or switch out the turn after this is used.
Light Screen
X
PSYCHIC
STATUS
-
-
-
30
X
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
Protect
X
NORMAL
STATUS
-
-
-
10
X
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
X
WATER
STATUS
-
-
-
5
X
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Telekinesis
X
PSYCHIC
STATUS
-
-
-
15
X
For three turns, all non-KO moves hit the target.
Frustration
X
NORMAL
PHYSICAL
1
100
-
20
X
Power increases with unhappiness up to 102.
Thunderbolt
X
ELECTRIC
SPECIAL
90
100
10
15
X
Can paralyze the target.
Thunder
X
ELECTRIC
SPECIAL
110
70
30
10
X
Can paralyze the target. Doesn't miss during rain, but 50% accurate in sunny weather.
Return
X
NORMAL
PHYSICAL
1
100
-
20
X
Power increases with happiness, up to a maximum of 102.
Double Team
X
NORMAL
STATUS
-
-
-
15
X
Raises the user's evasion one stage.
Torment
X
DARK
STATUS
-
100
-
15
X
Prevents the target from using the same move twice in a row.
Facade
X
NORMAL
PHYSICAL
70
100
-
20
X
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
X
PSYCHIC
STATUS
-
-
-
10
X
The user falls asleep and regains all of its HP.
Thief
X
DARK
PHYSICAL
60
100
-
25
X
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
Round
X
NORMAL
SPECIAL
60
100
-
15
X
If Round has already been used this turn, this move's power is doubled.
Charge Beam
X
ELECTRIC
SPECIAL
50
90
70
10
X
Can raise the user's SP.ATK one stage.
Explosion
X
NORMAL
PHYSICAL
250
100
-
5
X
User faints.
Giga Impact
X
NORMAL
PHYSICAL
150
90
-
5
X
The user can't attack or switch out the turn after this is used.
Volt Switch
X
ELECTRIC
SPECIAL
70
100
-
20
X
Inflicts regular damage, then the user immediately switches out.
Thunder Wave
X
ELECTRIC
STATUS
-
90
-
20
X
Paralyzes the target.
Gyro Ball
X
STEEL
PHYSICAL
1
100
-
5
X
Hits harder the slower the user is to the target, to a maximum power of 150.
Swagger
X
NORMAL
STATUS
-
85
-
15
X
Raises the target's ATK two stages and then confuses it.
Sleep Talk
X
NORMAL
STATUS
-
-
-
10
X
Randomly use one of the user's other three moves. Fails if awake.
Substitute
X
NORMAL
STATUS
-
-
-
10
X
The user transfers 1/4 max HP into a doll that will take hits instead.
Wild Charge
X
ELECTRIC
PHYSICAL
90
100
-
15
X
User takes 1/4 the damage it inflicts in recoil.
Shock Wave
X
ELECTRIC
SPECIAL
60
-
-
20
X
Doesn't miss.

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

TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Magnet Rise
X
ELECTRIC
STATUS
-
-
-
10
X
For five turns, the user is immune to ground moves.
Rollout
X
ROCK
PHYSICAL
30
90
-
20
X
User is forced to use this move for five turns, doubling in power each time up to 16x.
Signal Beam
X
BUG
SPECIAL
75
100
10
15
X
Can confuse the target.
Sucker Punch
X
DARK
PHYSICAL
70
100
-
5
X
Has +1 move priority if the target selected a damaging move this turn, otherwise this fails.
Swift
X
NORMAL
SPECIAL
60
-
-
20
X
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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