#101 Electrode

Electrode

Electric

Damage Taken » rapporto tra tipo di Pokémon e tipi di mosse

Abilities » il Pokémon può normalmente possedere una delle seguenti abilità

Soundproof

This Pokémon is immune to moves flagged as being sound-based.

Heal Bell is unaffected. Uproar still prevents this Pokémon from sleeping. This Pokémon can still receive a Perish Song counter through Baton Pass, and will retain a Perish Song counter if it acquires this ability after Perish Song is used.

Howl, Roar Of Time, Sonic Boom, and Yawn are not flagged as sound-based.

Static

Whenever a move makes contact with this Pokémon, the move's user has a 30% chance of being paralyzed.

Pokémon that are immune to Electric-type moves can still be paralyzed by this ability.

Overworld: If the lead Pokémon has this ability, there is a 50% chance that encounters will be with an Electric Pokémon, if applicable.

Abilities nascosta » ottenibile in diversi modi

Aftermath

When this Pokémon is knocked out by a move that makes contact, the move's user takes 1/4 its maximum HP in damage.

Work in progress ... Essentials
Species Ball Pokémon National Pokédex 101 Introduced in 1
Shape Footprint Electrode Color Red
Height 1.2 m Weight 66.6 kg

Breeding & Training
Egg groups Mineral Hatch counter 20 Capture rate 60
Base EXP 172 Growth rate 1.000.000 Base happiness 70
Gender
Genderless

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Electrode: linea evolutiva

Baby Base Fase 1 Fase 2
Voltorb ElectrodeLevel up, starting at level 30

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Electrode: dove catturarlo

X
Walking in tall grass or a cave
  • Lost Hotel
Y
Walking in tall grass or a cave
  • Lost Hotel
HeartGold
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
SoulSilver
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
FireRed
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
LeafGreen
Walking in tall grass or a cave
  • Cerulean Cave, 1F
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
Emerald
Walking in tall grass or a cave
  • New Mauville
Ruby
Walking in tall grass or a cave
  • New Mauville
Sapphire
Walking in tall grass or a cave
  • New Mauville
Red
Walking in tall grass or a cave
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F
Blue
Walking in tall grass or a cave
  • Cerulean Cave, 2F
  • Cerulean Cave, B1F

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Electrode: comments


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Electrode: flavor text

Quick Sprite


Global Link Artwork


Flavor Text
Omega Ruby
Electrode si nutre dell’elettricità presente nell’atmosfera. Quando i fulmini solcano il cielo, è possibile scorgere molti di questi Pokémon esplodere per aver ingerito un’eccessiva dose di elettricità.
Alpha Sapphire
Una delle caratteristiche di Electrode è la sua affinità con l’elettricità. Si tratta di un Pokémon problematico che spesso si raduna attorno alle centrali elettriche per trarre nutrimento dall’elettricità appena generata.
Y
Dato che accumula nel proprio corpo un’incredibile quantità di elettricità, esplode alla minima provocazione.
X
Può esplodere anche alla minima provocazione. Lo chiamano “Bomba Ball”.
Black 2, White 2
Quando ha accumulato elettricità fino quasi a scoppiare, si fa trasportare dal vento.
Black, White
Quando ha accumulato elettricità fino quasi a scoppiare, si fa trasportare dal vento.
HeartGold
Considerato pericoloso. Se ha troppa elettricità e non ha di meglio da fare, si diverte ad esplodere.
SoulSilver
Dato che accumula nel proprio corpo un’incredibile quantità di elettricità, esplode alla minima provocazione.
Platinum
Quando ha accumulato elettricità fino quasi a scoppiare, si fa trasportare dal vento.
Diamond, Pearl
Quando ha accumulato elettricità fino quasi a scoppiare, si fa trasportare dal vento.
LeafGreen
Accumula energia elettrica ad alta pressione. Può esplodere alla minima provocazione.
FireRed
Può esplodere anche alla minima provocazione. Lo chiamano “Bomba Ball”.
Emerald
Nutrendosi di elettricità, gli ELECTRODE si aggirano numerosi attorno alle centrali elettriche, talvolta causando blackout e ingenti disagi nelle città circostanti.
Ruby
ELECTRODE si nutre dell’elettricità presente nell’atmosfera. Quando i fulmini solcano il cielo, è possibile scorgere molti di questi POKéMON esplodere per aver ingerito un’eccessiva dose di elettricità.
Sapphire
Una delle caratteristiche di ELECTRODE è la sua affinità con l’elettricità. Si tratta di un POKéMON problematico che spesso si raduna attorno alle centrali elettriche per trarre nutrimento dall’elettricità appena generata.

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Electrode: Stats

Modifica i campi per calcolare le statistiche del Pokémon Livello
Natura
Stat Base Rank IV EPs Value
Punti Salute
60
38.4 324
Attacco
50
17 199
Difesa
70
50.5 239
Attacco Speciale
80
62.5 259
Difesa Speciale
80
63.9 259
Velocità
150 (2)
99.4 399
Media
81
64.4

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Electrode: verso

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Electrode: Pokémon compatibili

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Electrode: Moves

Pokémon version Ultra Sun & Ultra Moon
NameTypeClassPowerAccPPPriEffect
Level up: Learned when a Pokémon reaches a certain level.
Magnetic Flux20

Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage.

Charge20

Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.

Tackle40100%35

Inflicts regular damage with no additional effect.

Sonic Boom*90%20

Inflicts 20 points of damage.

Eerie Impulse100%15

Lowers the target's Special Attack by two stages.

4Sonic Boom*90%20

Inflicts 20 points of damage.

6Eerie Impulse100%15

Lowers the target's Special Attack by two stages.

9Spark65100%20

Has a 30% chance to paralyze the target.

11Rollout3090%20

Power doubles every turn this move is used in succession after the first, resetting after five turns.

13Screech85%40

Lowers the target's Defense by two stages.

16Charge Beam5090%10

Has a 70% chance to raise the user's Special Attack by one stage.

20Swift6020

Never misses.

22Electro Ball*100%10

Power is higher when the user has greater Speed than the target, up to a maximum of 150.

26Self-Destruct200100%5

User faints.

29Light Screen30

Reduces damage from special attacks by 50% for five turns.

36Magnet Rise10

User is immune to Ground moves and effects for five turns.

41Discharge80100%15

Has a 30% chance to paralyze the target.

47Explosion250100%5

User faints.

54Gyro Ball*100%5

Power raises when the user has lower Speed, up to a maximum of 150.

58Mirror Coat*100%20-5

Inflicts twice the damage the user received from the last special hit it took.

NameTypeClassPowerAccPPPriEffect
Tutor: Can be taught at any time by an NPC.
Foul Play95100%15

Calculates damage with the target's attacking stat.

Magic Coat15+4

Reflects back the first effect move used on the user this turn.

Magnet Rise10

User is immune to Ground moves and effects for five turns.

Shock Wave6020

Never misses.

Signal Beam75100%15

Has a 10% chance to confuse the target.

Snore50100%15

Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Telekinesis15

Moves have 100% accuracy against the target for three turns.

NameTypeClassPowerAccPPPriEffect
Machine: Can be taught at any time by using a TM or HM.
06Toxic90%10

Badly poisons the target, inflicting more damage every turn.

10Hidden Power60100%15

Power and type depend upon user's IVs. Power can range from 30 to 70.

12Taunt100%20

For the next few turns, the target can only use damaging moves.

15Hyper Beam15090%5

User foregoes its next turn to recharge.

16Light Screen30

Reduces damage from special attacks by 50% for five turns.

17Protect10+4

Prevents any moves from hitting the user this turn.

18Rain Dance5

Changes the weather to rain for five turns.

21Frustration*100%20

Power increases as happiness decreases, up to a maximum of 102.

24Thunderbolt90100%15

Has a 10% chance to paralyze the target.

25Thunder11070%10

Has a 30% chance to paralyze the target.

27Return*100%20

Power increases with happiness, up to a maximum of 102.

32Double Team15

Raises the user's evasion by one stage.

41Torment100%15

Prevents the target from using the same move twice in a row.

42Facade70100%20

Power doubles if user is burned, paralyzed, or poisoned.

44Rest10

User sleeps for two turns, completely healing itself.

46Thief60100%25

Takes the target's item.

48Round60100%15

Has double power if it's used more than once per turn.

57Charge Beam5090%10

Has a 70% chance to raise the user's Special Attack by one stage.

64Explosion250100%5

User faints.

68Giga Impact15090%5

User foregoes its next turn to recharge.

72Volt Switch70100%20

User must switch out after attacking.

73Thunder Wave90%20

Paralyzes the target.

74Gyro Ball*100%5

Power raises when the user has lower Speed, up to a maximum of 150.

87Swagger85%15

Raises the target's Attack by two stages and confuses the target.

88Sleep Talk10

Randomly uses one of the user's other three moves. Only works if the user is sleeping.

90Substitute10

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

93Wild Charge90100%15

User receives 1/4 the damage it inflicts in recoil.

100Confide20

Lowers the target's Special Attack by one stage.

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