Guides Pokedex

Pokemon Lets Go Electrode

Electrode Pokedex ID: 101
Stat Amount Bar Graph
Max CP 490
Attack 50
Special Attack 80
Defense 70
Special Defense 80
HP 60
Speed 150

Overview

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.

Pokedex Entry

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.

First Second Third Final
Voltorb330
30 Electrode490

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.

Pokemon Area Spawn Chance Levels Encounter Floor
Power Plant 23% 37-42 normal 1F
Power Plant 5% 37-42 normal 1F

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
Timid Speed Attack Pink Red
advertisement

Pokemon Lets Go Electrode Moves

Level Up Moves

Pokemon Let's Go Electrode Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
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.
14 Swift Normal Special 60 20 -- Never misses.
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.
60 Explosion Normal Physical 250 5 100% User faints.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Electrode can Learn.

Item Move Type Class Pow PP Acc Effect
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.

Master Trainer

This Pokemon's Master Trainer is Elton

Weak Against
Ground
2x
Strong Against
Flying
1/2
Steel
1/2
Electric
1/2