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.
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.
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 | 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 |
Baby | Base | Fase 1 | Fase 2 |
---|---|---|---|
Voltorb | ElectrodeLevel up, starting at level 30 |
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. |
Modifica i campi per calcolare le statistiche del Pokémon | Livello Natura |
|||||
Stat | Base | Rank | IV | EPs | Value | |
---|---|---|---|---|---|---|
Punti Salute | 38.4 | 324 | ||||
Attacco | 17 | 199 | ||||
Difesa | 50.5 | 239 | ||||
Attacco Speciale | 62.5 | 259 | ||||
Difesa Speciale | 63.9 | 259 | ||||
Velocità | 99.4 | 399 | ||||
Media | 64.4 | — | — | — |
Pokémon version Ultra Sun & Ultra Moon | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Magnetic Flux | — | — | 20 | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. | |||
— | Charge | — | — | 20 | Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn. | |||
— | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |||
— | Sonic Boom | * | 90% | 20 | Inflicts 20 points of damage. | |||
— | Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |||
4 | Sonic Boom | * | 90% | 20 | Inflicts 20 points of damage. | |||
6 | Eerie Impulse | — | 100% | 15 | Lowers the target's Special Attack by two stages. | |||
9 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |||
11 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |||
13 | Screech | — | 85% | 40 | Lowers the target's Defense by two stages. | |||
16 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |||
20 | Swift | 60 | — | 20 | Never misses. | |||
22 | Electro Ball | * | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |||
26 | Self-Destruct | 200 | 100% | 5 | User faints. | |||
29 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
36 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
41 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |||
47 | Explosion | 250 | 100% | 5 | User faints. | |||
54 | Gyro Ball | * | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |||
58 | Mirror Coat | * | 100% | 20 | -5 | Inflicts twice the damage the user received from the last special hit it took. | ||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Foul Play | 95 | 100% | 15 | Calculates damage with the target's attacking stat. | |||
— | Magic Coat | — | — | 15 | +4 | Reflects back the first effect move used on the user this turn. | ||
— | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |||
— | Shock Wave | 60 | — | 20 | Never misses. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
12 | Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
16 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
24 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
25 | Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
41 | Torment | — | 100% | 15 | Prevents the target from using the same move twice in a row. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
46 | Thief | 60 | 100% | 25 | Takes the target's item. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
57 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |||
64 | Explosion | 250 | 100% | 5 | User faints. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
72 | Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |||
73 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
74 | Gyro Ball | * | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 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. | |||
93 | Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Sono state visualizzate le mosse solo dei giochi Pokémon Ultrasole e Pokémon Ultraluna: clicca qui per visualizzare le mosse di tutti i giochi.