Guides Pokedex

Pokemon Lets Go Electrode

Electrode Pokedex ID: 101
StatAmountBar Graph
Max CP490
Attack50
Special Attack80
Defense70
Special Defense80
HP60
Speed150

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.

FirstSecondThirdFinal
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 Power Plant zone, it will have a 23% chance to spawn in the area with a level range of 37-42. This also makes Power Plant the best place to Catch Combo Chain hunt Shiny Electrode or for a Flawless IV Stats.

PokemonAreaSpawn ChanceLevelsEncounterFloor
Power Plant23%37-42normal1F
Power Plant5%37-42normal1F

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.

NatureIncreasesDecreasesChoice 1Choice 2
TimidSpeedAttackPinkRed
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Pokemon Lets Go Electrode Moves

Level Up Moves

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

LVLMoveTypeClassPowPPAccEffect
1Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
1Sonic BoomNormalSpecial--2090%always deals 20 HP damage to the target, regardless of typing
1TackleNormalPhysical5035100%Inflicts regular damage with no additional effect.
1Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
3Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
6Sonic BoomNormalSpecial--2090%always deals 20 HP damage to the target, regardless of typing
9Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
14SwiftNormalSpecial6020--Never misses.
19Self-DestructNormalPhysical2005100%Self-Destruct deals high damage, but causes the user to faint.
24ScreechNormalNone--4085%Lowers the target's Defense by two stages.
36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
48Mirror CoatPsychicSpecial--20100%When hit by a Special Attack, user strikes back with 2x power.
60ExplosionNormalPhysical2505100%User faints.

Learnable TMs Moves

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

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM2TauntDarkNone--20100%Opponent can only use moves that attack.
TM4TeleportPsychicNone--20--Immediately ends wild battles. No effect otherwise.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM6Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
TM7ProtectNormalNone--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.
TM8SubstituteNormalNone--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.
TM9ReflectPsychicNone--20--Reduces damage from physical attacks by half.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM16Thunder WaveElectricNone--20100%Paralyzes the target.
TM21Foul PlayDarkPhysical9515100%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.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM38ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM42Self-DestructNormalPhysical2005100%Self-Destruct deals high damage, but causes the user to faint.
TM48Hyper BeamNormalSpecial150590%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