Pokemon Let's Go Electrode is a Electric Type pokemon also known as a Ball Pokémon, first discovered in the Kanto region. it's weak against Ground type moves and has a Max CP of 490, 60 HP, 50 Attack, 80 SP Attack, 70 Defense, 80 SP Defense and 150 Speed. Considering it's stats, the best nature to have is Timid, this will increase it's Speed and decrease it's Attack stats.
Electrode eats electricity in the atmosphere. On days when lightning strikes, you can see this Pokémon exploding all over the place from eating too much electricity.
Pokemon Lets Go Electrode Evolutions
What level does Pokemon Let's Go Electrode Evolve at?
The Unevolved Form Voltorb Evolves at level 30 into Electrode.
How to catch Electrode in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Electrode Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Electrode is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Electrode or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Electrode.
Best Nature for Electrode
We recommend a Timid Nature for Electrode, you can visit Madam Celadon to force encounter pokemon of Timid Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Electrode Moves
Level Up Moves
Pokemon Let's Go Electrode Moves You Learn From Leveling Up.
|1||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|1||Sonic Boom||Normal||Special||--||20||90%||always deals 20 HP damage to the target, regardless of typing|
|1||Tackle||Normal||Physical||50||35||100%||Inflicts regular damage with no additional effect.|
|1||Thunder Shock||Electric||Special||40||30||100%||deals damage and has a 10% chance of paralyzing the target.|
|3||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|6||Sonic Boom||Normal||Special||--||20||90%||always deals 20 HP damage to the target, regardless of typing|
|9||Thunder Shock||Electric||Special||40||30||100%||deals damage and has a 10% chance of paralyzing the target.|
|19||Self-Destruct||Normal||Physical||200||5||100%||Self-Destruct deals high damage, but causes the user to faint.|
|24||Screech||Normal||None||--||40||85%||Lowers the target's Defense by two stages.|
|36||Thunderbolt||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|48||Mirror Coat||Psychic||Special||--||20||100%||When hit by a Special Attack, user strikes back with 2x power.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Electrode can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM2||Taunt||Dark||None||--||20||100%||Opponent can only use moves that attack.|
|TM4||Teleport||Psychic||None||--||20||--||Immediately ends wild battles. No effect otherwise.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|TM9||Reflect||Psychic||None||--||20||--||Reduces damage from physical attacks by half.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM16||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|TM21||Foul Play||Dark||Physical||95||15||100%||uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM36||Thunderbolt||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM38||Thunder||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM42||Self-Destruct||Normal||Physical||200||5||100%||Self-Destruct deals high damage, but causes the user to faint.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
This Pokemon's Master Trainer is Elton