
- Abilities
- AftermathDamages the foe landing the finishing hit.SoundproofGives full immunity to all sound-based moves.
- Hidden ability
- Electric SurgeSets Electric Terrain when it enters battle.
- Capture
- Gender
- genderless
- Egg groups
- Mineral
- Growth
- Medium Fast
- EV yield
- 2 Speed
| HP | 70 (official 60) | |
|---|---|---|
| Attack | 50 | |
| Defense | 70 | |
| Sp. Atk | 80 | |
| Sp. Def | 80 | |
| Speed | 150 | |
| Total | 500 | Official games: 490, +10 in this hack. All base stat changes |
Where to find it
- Scripted encounter (Lv. 50): Team Rocket HQ B2F.
During the Team Rocket HQ radio-room story, interact with an Electrode to stop the machinery. One chance: catching it, knocking it out or fleeing removes it; only losing allows a retry.
- Scripted encounter (Lv. 70): Victory Road 1F — fake item ball.
Examine the fake item ball on Victory Road 1F. One chance: catching it, knocking it out or fleeing removes it; only losing allows a retry.
Chance per encounter, under the conditions shown.
Times and conditions
- Morning: 4:00–9:59
- Day: 10:00–19:59
- Night: 20:00–3:59
Calendar encounters can replace a land slot on specific dates.
| Location | Method / conditions | Level | Chance |
|---|---|---|---|
| Power Plant | , | 34 | 4% |
| Power Plant | , | 34 | 4% |
| Power Plant | , | 34 | 4% |
| Pal Park, Fixed Catch mode: Sunday | , and | 46 | 5% |
| Pal Park, Fixed Catch mode: Sunday | , | 46 | 5% |
| Cerulean Cave | , and | 40 | 5% |
| Cerulean Cave | , | 40 | 5% |
| Cerulean Cave 2F | , and | 41 | 5% |
| Cerulean Cave 2F | , | 41 | 5% |
| Cerulean Cave B1F | , and | 46 | 5% |
| Cerulean Cave B1F | , | 46 | 5% |
| Dark Cave Route 31 Side | , | 34 | 4% |
| Dark Cave Route 31 Side | , | 34 | 4% |
| Dark Cave Route 31 Side | , | 34 | 4% |
Pal Park: The wild table changes with the day of the week (by the DS clock). You get in through the Catching Show's Fixed Catch mode at the Pal Park reception ($10,000; bring your own Poké Balls). Sunday's table is the same as Cerulean Cave's, probably by mistake in the hack, so it also has Surf and fishing slots: the park has a pond and a stretch of sea.
See the quest guide: Victory Road 1F: the fake item ball (Lv. 70 Electrode).
Evolution
Evolves from Voltorb at Lv 30.
Level-up moves
“On evolution” moves are learned when this Pokémon evolves. Open a move for its full effects and any special behavior in this hack.
| Level | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| 1 | Magnetic Flux | Electric | Status | — | — | 20 | The user controls the magnetic field to raise the Defense and Sp. Def of Pokémon with Plus or Minus. |
| 1 | Charge | Electric | Status | — | — | 20 | The user boosts the power of the Electric move it uses next. It also raises the user’s Sp. Def stat. |
| 1 | Tackle | Normal | Physical | 40 | 100 | 35 | A physical attack in which the user charges and slams into the foe with its whole body. |
| 1 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
| 4 | Thunder Shock | Electric | Special | 40 | 100 | 30 | A jolt of electricity is hurled at the foe. It has a 10% chance to paralyze the target. |
| 6 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
| 9 | Spark | Electric | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It has a 30% chance to paralyze the target. |
| 11 | Rollout | Rock | Physical | 30 | 90 | 20 | The user rolls into the foe for 5 turns. Its power doubles with each hit. |
| 13 | Screech | Normal | Status | — | 85 | 40 | An earsplitting screech is emitted to lower the foe’s Defense by 2 stages. |
| 16 | Charge Beam | Electric | Special | 50 | 90 | 10 | The user fires a bundle of electricity. 70% chance to raise the user’s Sp. Atk by 1 stage. |
| 20 | Swift | Normal | Special | 60 | — | 20 | Star-shaped rays are shot at the foe. This attack never misses. |
| 22 | Electro Ball | Electric | Special | var. | 100 | 10 | The user hurls an electric orb. The faster the user is than the foe, the stronger it is. |
| 26 | Self-Destruct | Normal | Physical | 200 | 100 | 5 | The user explodes to hit all Pokémon in battle, then faints. The targets’ Defense is halved. |
| 29 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| 36 | Magnet Rise | Electric | Status | — | — | 10 | The user makes an electric field to float on. It can’t be hit by Ground-type moves for 5 turns. |
| 41 | Discharge | Electric | Special | 80 | 100 | 15 | A flare of electricity strikes all Pokémon in battle. It has a 30% chance to paralyze the foe. |
| 47 | Explosion | Normal | Physical | 250 | 100 | 5 | A huge explosion hits all Pokémon in battle, and the user faints. The targets’ Defense is halved. |
| 50 | Zap Cannon | Electric | Special | 120 | 50 | 5 | The user fires an electric blast like a cannon. It always paralyzes the target. |
| 54 | Gyro Ball | Steel | Physical | var. | 100 | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
| 58 | Mirror Coat | Psychic | Special | var. | 100 | 20 | A retaliation move that counters any special attack, inflicting double the damage taken. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM12 | Taunt | Dark | Status | — | 100 | 20 | The foe is taunted into a rage that allows it to use only attack moves for 2 to 4 turns. |
| TM15 | Hyper Beam | Normal | Special | 150 | 90 | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM16 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| TM17 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | The user summons a heavy rain for 5 turns. Water-type moves become 1.5 times stronger. |
| TM21 | Frustration | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM24 | Thunderbolt | Electric | Special | 90 | 100 | 15 | A strong electric blast is loosed at the foe. It has a 10% chance to paralyze the target. |
| TM25 | Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt strikes the foe. It is more accurate in rain. 30% chance to paralyze the target. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team | Normal | Status | — | — | 15 | By moving rapidly, the user makes illusory copies of itself. Raises its evasiveness by 1 stage. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM41 | Torment | Dark | Status | — | 100 | 15 | The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
| TM42 | Facade | Normal | Physical | 70 | 100 | 20 | An attack whose power is 2 times higher if the user is poisoned, burned, or paralyzed. |
| TM44 | Rest | Psychic | Status | — | — | 5 | The user goes to sleep for 2 turns. It fully restores the user’s HP and heals any status problem. |
| TM46 | Thief | Dark | Physical | 60 | 100 | 25 | The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an item. |
| TM57 | Charge Beam | Electric | Special | 50 | 90 | 10 | The user fires a bundle of electricity. 70% chance to raise the user’s Sp. Atk by 1 stage. |
| TM58 | Endure | Normal | Status | — | — | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM64 | Explosion | Normal | Physical | 250 | 100 | 5 | A huge explosion hits all Pokémon in battle, and the user faints. The targets’ Defense is halved. |
| TM68 | Giga Impact | Normal | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| TM70 | Flash | Normal | Status | — | 100 | 20 | The user flashes a light that lowers the foe’s accuracy by 1 stage. It can also light up caves. |
| TM73 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM74 | Gyro Ball | Steel | Physical | var. | 100 | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM87 | Swagger | Normal | Status | — | 85 | 15 | The user enrages the foe into confusion. However, it also raises the foe’s Attack by 2 stages. |
| TM90 | Substitute | Normal | Status | — | — | 10 | The user makes a copy of itself using 1/4 of its HP. The copy serves as the user’s decoy. |
| TM99 | Foul Play | Dark | Physical | 95 | 100 | 15 | Uses the target’s strength against it. The higher the target’s Attack, the greater the damage. |
| TM111 | Eerie Impulse | Electric | Status | — | 100 | 15 | Emits strange electrical waves that greatly lower the target’s Special Attack. |
| TM112 | Electric Terrain | Electric | Status | — | — | 10 | Creates Electric Terrain for five turns. Grounded Pokémon cannot fall asleep, and Electric-type moves become stronger. |
Move tutors
| Move | Type | Category | Power | Accuracy | PP | Effect and notes | Tutor location, cost and requirements |
|---|---|---|---|---|---|---|---|
| Volt Switch | Electric | Special | 70 | 100 | 20 | After attacking, the user rushes back to switch places with a party Pokémon in waiting. | Saffron Fighting Dojo · Cost: ₽10000 Requirements: Saffron City: the Hunyuan Dojo (beat the disciples → Hitmonlee or Hitmonchan) the Hunyuan martial-arts hall, Saffron City |
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