Geodude (Alola) in Elite Redux
#074 · Rock / Electric · see locations below
RockElectric
Abilities
Magnet Pull, Galvanize, Fort Knox (hidden)
Base stats
Compared with the official games
Against the base species it is built from:
- Stats Defense 100 → 75, Sp. Def 30 → 40, Speed 20 → 35
- Type Rock / Ground → Rock / Electric
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): Let's Roll, Sturdy, Static
- What the innates do: Let's Roll — Casts Defense Curl on entry. · Sturdy — At full HP, cannot be KO in one hit, stays at 1 HP instead. · Static — 30% chance to paralyze on contact, 10% on non-contact.
- Abilities you pick one of: Magnet Pull — Traps opposing Steel-types. Ghosts aren't affected. · Galvanize — Normal moves become Electric. Electric moves are empowered. · Fort Knox — Blocks most damage boosting and multihit abilities.
- Evolves into Graveler (Alola) at level 23
- Tutor moves: Attract, Body Press, Bulldoze, Charge Beam, Curse, Dig, Discharge, Earth Power, Earthquake, Electric Terrain, Electroweb, Endure, Flash, Hard Press, Headbutt, Heavy Slam, Helping Hand, Hidden Power, Iron Defense, Magnet Rise, Metronome, Mirror Coat, Protect, Rain Dance, Rapid Spin, Rest, Return, Rock Slide, Rock Throw, Rock Tomb, Rototiller, Sandstorm, Secret Power, Shocking Jab, Sleep Talk, Stealth Rock, Stone Edge, Substitute, Thunder, Thunder Punch, Thunder Wave, Thunderbolt, Volt Switch, Wide Guard, Wild Charge
- Egg groups: Mineral
- Height 0.4 m, weight 20.0 kg
Where to find Geodude (Alola)
| Area | Method | Level | |
|---|---|---|---|
| Mauville City Game Corner | Static Encounter | — | |
| Route 111 Tunnel 2 | Grass | — | |
| Route 111 Desert Entrance | Grass | — |
Level-up moves
| Lv | Move | Type | Cat | Pow | Acc | PP |
|---|---|---|---|---|---|---|
| 1 | Autotomize Sheds additional weight to sharply boost Speed. | Steel | Stat | — | — | 15 |
| 1 | Charge Charges power to boost the electric move used next. | Electric | Stat | — | 100 | 20 |
| 1 | Defense Curl Curls up to conceal weak spots and raise Defense. | Normal | Stat | — | — | 20 |
| 1 | Magnetic Flux Boosts the defenses of those with Plus or Minus. | Electric | Stat | — | — | 20 |
| 1 | Rock Blast Hurls boulders at the foe 2 to 5 times in a row. | Rock | Phys | 25 | 100 | 15 |
| 1 | Rollout Rolls into a ball to strike with rising intensity. | Rock | Phys | 40 | 100 | 10 |
| 1 | Self-Destruct Inflicts severe damage but makes the user faint. | Normal | Phys | 200 | 100 | 5 |
| 17 | Big Bang Does Damage. Small burn chance. | Normal | Spec | 90 | 100 | 10 |
| 17 | Block Blocks the foe's way to prevent escape. | Normal | Stat | — | — | 5 |
| 17 | Eerie Impulse Exposes the foe to a pulse that sharply cuts SpAtk | Electric | Stat | — | 100 | 15 |
| 24 | Spark Priority +2. An electrified tackle with +2 priority. May paralyze. | Electric | Phys | 40 | 100 | 15 |
| 24 | Steel Roller Rolls over the opponent while destroying terrain. | Steel | Phys | 80 | 100 | 15 |
| 24 | Stomping Tantrum Stomps around angrily. Stronger after a failure. | Ground | Phys | 75 | 100 | 10 |
| 37 | Headlong Rush Drops Def and SpDef. | Ground | Phys | 120 | 100 | 5 |
| 37 | Zap Cannon Powerful and sure to cause paralysis, but inaccurate. | Electric | Spec | 120 | 50 | 5 |
| 46 | Flail Inflicts critical damage when the user's HP is low. | Normal | Phys | 85 | 100 | 10 |
| 46 | Head Charge A charge using guard hair. It hurts the user a little. | Normal | Phys | 130 | 100 | 10 |
| 46 | Skull Bash Tucks in the head, then attacks on the next turn. | Normal | Phys | 120 | 100 | 10 |
| 51 | Double Shock Unleashes two strong shocks, then loses the Electric-type. | Electric | Phys | 60 | 100 | 5 |
* a legal move, just moved to level-up · ** new to this hack
TMs & HMs (0)
| # | Move · where to get it | Type | Pow |
|---|