Electrode in Elite Redux
#101 · Electric · see locations below
Electric
Abilities
Volt Absorb, Download, Momentum (hidden)
Base stats
Compared with the official games
- Stats Sp. Atk 80 → 100 (total 490 → 510)
Compared against present-day official data. The Fairy type and hidden abilities arrived after Pokémon Emerald, so a difference here can belong to the series rather than to this hack.
Other changes in this hack
- Innates (always active): Aftermath, Electro Surge, Soundproof
- What the innates do: Aftermath — After fainting uses 100 BP Explosion or Outburst. · Electro Surge — Casts Electric Terrain on entry. Lasts 8 turns. · Soundproof — Immune to sound-based moves.
- Abilities you pick one of: Volt Absorb — Heals 25% of max HP when hit by an Electric-type move. · Download — Raises Atk/Sp. Atk by one stage depending on opponent. · Momentum — Contact moves use the Speed stat for damage calculation.
- Tutor moves: Agility, Aurora Beam, Discharge, Electric Terrain, Endure, Energy Wave, Flame Charge, Flash, Giga Impact, Headbutt, Helping Hand, Hidden Power, Hyper Beam, Iron Head, Laser Focus, Magnet Rise, Metronome, Protect, Rain Dance, Rapid Spin, Rest, Return, Secret Power, Sleep Talk, Substitute, Taunt, Terrain Pulse, Thunder, Thunder Wave, Thunderbolt, Torment, Volt Switch, Weather Ball, Wild Charge
- Egg groups: Mineral
- Height 1.2 m, weight 66.6 kg
Where to find Electrode
| Area | Method | Level | |
|---|---|---|---|
| New Mauville Entrance | Grass | — | |
| New Mauville Inside | Grass | — | |
| New Mauville Inside | Static Encounter | — | |
| Aqua Hideout B1F | Static Encounter | — |
Level-up moves
| Lv | Move | Type | Cat | Pow | Acc | PP |
|---|---|---|---|---|---|---|
| 1 | Charge Charges power to boost the electric move used next. | Electric | Stat | — | 100 | 20 |
| 1 | Eerie Impulse Exposes the foe to a pulse that sharply cuts SpAtk | Electric | Stat | — | 100 | 15 |
| 1 | Electro Ball Hurls an orb that does more damage to slower foes. | Electric | Spec | 1 | 100 | 10 |
| 1 | Rollout Rolls into a ball to strike with rising intensity. | Rock | Phys | 40 | 100 | 10 |
| 1 | Screech Emits a screech to sharply reduce the foe's Defense. | Normal | Stat | — | 85 | 20 |
| 1 | Tackle Charges the foe with a full-body tackle. | Normal | Phys | 40 | 100 | 20 |
| 17 | Body Slam A full-body slam that may cause paralysis. | Normal | Phys | 85 | 100 | 15 |
| 17 | Magnetic Flux Boosts the defenses of those with Plus or Minus. | Electric | Stat | — | — | 20 |
| 17 | Shock Wave Priority +2. A fast and unavoidable +2 priority attack. | Electric | Spec | 40 | — | 15 |
| 17 | Sonic Boom Launches shock waves that are super effective vs rock. | Normal | Spec | 70 | 100 | 20 |
| 24 | Rising Voltage This move's power doubles when on Electric Terrain. | Electric | Spec | 70 | 100 | 20 |
| 24 | Self-Destruct Inflicts severe damage but makes the user faint. | Normal | Phys | 200 | 100 | 5 |
| 37 | Double-Edge A life-risking tackle that also hurts the user. | Normal | Phys | 130 | 100 | 10 |
| 37 | Spark Priority +2. An electrified tackle with +2 priority. May paralyze. | Electric | Phys | 40 | 100 | 15 |
| 37 | Supercell Slam Tackles with its shock body. Hurts on miss. | Electric | Phys | 100 | 95 | 10 |
| 37 | Zing Zap An electrified impact that can cause flinching. | Electric | Phys | 80 | 100 | 15 |
| 46 | Double Shock Unleashes two strong shocks, then loses the Electric-type. | Electric | Phys | 60 | 100 | 5 |
| 46 | Explosion Inflicts severe damage but makes the user faint. | Normal | Phys | 250 | 100 | 5 |
| 46 | Outburst Severe special damage but makes the user faint. | Normal | Spec | 250 | 100 | 5 |
| 46 | Overheat Allows a full-power attack, but sharply lowers SpAtk | Fire | Spec | 130 | 100 | 5 |
| 51 | Smite Attacks from above with strong electricity. Smack Down effect. | Electric | Phys | 120 | 80 | 15 |
* a legal move, just moved to level-up · ** new to this hack
TMs & HMs (0)
| # | Move · where to get it | Type | Pow |
|---|