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.

Where To Find Electrode in BDSP
Electrode has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.









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
|

Pokemon 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?

Best 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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