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 Held Items | |
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 4 spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. 28 Voltorb, within the Route 218 location using the Walking 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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