Pokemon Brilliant Diamond and Shining Pearl Electrode is a Electric Type Ball Pokémon, with a 7.8% Chance To Catch with a regular Pokeball. Electrode can be found with Soundproof, Static and Aftermath as an Ability and has a Medium Fast growth rate with a 2 Speed EV Yield. We recommend the Timid Nature, based on 490 combined Base Stats.
Electrode Stats and Abilities
Based on Electrode Base IVs we consider this pokemon C-Tier choice. Electrode Highest IV Stat is Speed 150 and the Lowest being Attack 50.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 60 | 230 | 324 |
| F | Attack | 50 | 94 | 218 |
| E | Defense | 70 | 130 | 262 |
| D | Special Attack | 80 | 148 | 284 |
| E | Special Defense | 80 | 148 | 284 |
| S | Speed | 150 | 274 | 438 |
| C | Total | 490 |
| Electrode | Detail |
|---|---|
| Best Nature | Timid
↑ +10% Speed↓ -10% Attack |
| Caught in the Wild Held Item Chance | |
| Like/Dislikes |
|
| EV Yield | 2 Speed |
| Growth Rate | Medium Fast |
| Catch Rate | 60 (7.8% with PokéBall, full HP) |
| Egg Groups | Mineral |
| Egg Cycles | 20 (4,884–5,140 steps) |
| Abilities | Description |
|---|---|
Soundproof Ability 1 | Soundproof grants the Pokémon immunity to all sound-based moves, preventing all damage and effects. |
Static Ability 2 | If a Pokémon with Static is hit by a move making contact, there is a 30% chance the foe will become paralyzed. |
Aftermath Hidden Ability | If an attacker faints a Pokémon with Aftermath using a contact move, the attacker will lose 1/4 of their maximum HP. |
How To Evolve Electrode in BDSP
Voltorb requires (Level 30) to evolve into Electrode.
Evolution ChartWhere To Find Electrode in BDSP
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
National |
Voltorb
Lv. 16-63
| |
|
National |
Voltorb
Lv. 16-63
| |
|
National |
Voltorb
Lv. 16-63
| |
|
5 - 1% |
Voltorb
Lv. 28
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Electrode Weakness
Electrode is a Electric Type pokemon. This will cause Electrode to take More Damage from Ground Type Moves, and Less Damage from , Steel, Electric Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage | |
| Immune to Damage |
What pokemon is Electrode Weak Against?
What pokemon is Electrode Strong Against?
Type Weakness ChartBest Moves Electrode in BDSP
Best Moveset for Electrode Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 47 |
Explosion
| | Physical | 250 | 100 | 5 | User faints. |
| 26 |
Self-Destruct
| | Physical | 200 | 100 | 5 | User faints. |
| 41 |
Discharge
| | Special | 120 | 100 | 15 | May paralyze opponent. |
| 9 |
Spark
| | Physical | 97.5 | 100 | 20 | May paralyze opponent. |
Best Moveset for Electrode TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM64 |
Explosion
| | Physical | 250 | 100 | 5 | User faints. |
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM25 |
Thunder
| | Special | 165 | 70 | 10 | May paralyze opponent. |
Electrode Level Up Moves
List of Moves Electrode can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Magnetic Flux
|
Power: —
Acc: —
PP: 20
Raises Defense and Sp. Defense of Plus/Minus Pokémon.
|
| 1 |
Charge
|
Power: —
Acc: —
PP: 20
Raises user's Special Defense and next Electric move's power increases.
|
| 1 |
Tackle
|
Power: 40
Acc: 100
PP: 35
A physical attack in which the user charges and slams into the target with its whole body.
|
| 6 |
Eerie Impulse
|
Power: —
Acc: 100
PP: 15
Sharply lowers opponent's Special Attack.
|
| 4 |
Thunder Shock
|
Power:
60 Acc: 100
PP: 30
May paralyze opponent.
|
| 9 |
Spark
|
Power:
97.5 Acc: 100
PP: 20
May paralyze opponent.
|
| 11 |
Rollout
|
Power: 30
Acc: 90
PP: 20
Doubles in power each turn for 5 turns.
|
| 13 |
Screech
|
Power: —
Acc: 85
PP: 40
Sharply lowers opponent's Defense.
|
| 16 |
Charge Beam
|
Power:
75 Acc: 90
PP: 10
May raise user's Special Attack.
|
| 20 |
Swift
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| 22 |
Electro Ball
|
Power: —
Acc: 100
PP: 10
The faster the user, the stronger the attack.
|
| 26 |
Self-Destruct
|
Power: 200
Acc: 100
PP: 5
User faints.
|
| 29 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| 36 |
Magnet Rise
|
Power: —
Acc: —
PP: 10
User becomes immune to Ground-type moves for 5 turns.
|
| 41 |
Discharge
|
Power:
120 Acc: 100
PP: 15
May paralyze opponent.
|
| 47 |
Explosion
|
Power: 250
Acc: 100
PP: 5
User faints.
|
| 54 |
Gyro Ball
|
Power: —
Acc: 100
PP: 5
The slower the user, the stronger the attack.
|
| 58 |
Mirror Coat
|
Power: —
Acc: 100
PP: 20
When hit by a Special Attack, user strikes back with 2x power.
|
Electrode TM Moves
List of Moves Electrode can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Opponent can only use moves that attack.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM16 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM24 |
Thunderbolt
|
Power:
135 Acc: 100
PP: 15
May paralyze opponent.
|
| TM25 |
Thunder
|
Power:
165 Acc: 70
PP: 10
May paralyze opponent.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM34 |
Shock Wave
|
Power:
90 Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Opponent cannot use the same move in a row.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM43 |
Volt Switch
|
Power:
105 Acc: 100
PP: 20
User must switch out after attacking.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM57 |
Charge Beam
|
Power:
75 Acc: 90
PP: 10
May raise user's Special Attack.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM64 |
Explosion
|
Power: 250
Acc: 100
PP: 5
User faints.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
Paralyzes opponent.
|
| TM74 |
Gyro Ball
|
Power: —
Acc: 100
PP: 5
The slower the user, the stronger the attack.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
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