Soundproof: The following sound moves have no effect: Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Sing, Supersonic, Screech, Snore, Uproar
RSE & FRLG
Static: Has a 30% chance of inducing paralysis on an opponent that directly attacks.
[Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of encountering an Electric-type Pokemon increases by 50%.
Diamond & Pearl
Soundproof: The following sound moves have no effect: Bug Buzz, Chatter, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Sing, Supersonic, Screech, Snore, Uproar
Diamond & Pearl
Static: Has a 30% chance of inducing paralysis on an opponent that directly attacks.
[Field Action] If this Pokemon is in the lead spot, the rate of encountering an Electric-type Pokemon increases by 50%.
It stores electric energy under very high pressure. It often explodes with little or no provocation.
Blue
Yellow
Stores electrical energy inside its body. Even the slightest shock could trigger a huge explosion.
Gold
It is dangerous. If it has too much electricity and has nothing to do, it amuses itself by exploding.
Silver
It stores an overflowing amount of electric energy inside its body. Even a small shock makes it explode.
Crystal
The more energy it charges up, the faster it gets. But this also makes it more likely to explode.
Ruby
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.
Sapphire
One of ELECTRODE's characteristics is its attraction to electricity. It is a problematical POKéMON that congregates mostly at electrical power plants to feed on electricity that has just been generated.
Emerald
They appear in great numbers at electric power plants. Because they feed on electricity, they cause massive and chaotic blackouts in nearby cities.
FireRed
It explodes in response to even minor stimuli. It is feared, with the nickname of "The Bomb Ball".
LeafGreen
It stores electric energy under very high pressure. It often explodes with little or no provocation.
Diamond
It is known to drift on winds if it is bloated to bursting with stored electricity.
Pearl
Stadium 1
Stores enormous amounts of electricity within its body and explodes with the slightest provocation. Extremely dangerous.
Stadium 2
It is dangerous. If it has too much electricity and has nothing to do, it amuses itself by exploding.
TCG
Dark Electrode: Some researchers hypothesize that Electrode may actually be a form of energy instead of having an actual body.
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses.
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate.
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses.
All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3.
Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target.
Almost always goes last; if an opponent strikes with a Special attack before the user's turn, the user retaliates for twice the damage it had endured. In double battles, this attack targets the last opponent to hit the user with a Special attack and cannot hit the user's teammate.
Psychic
Var Dmg
100%
Breeding Information
Egg Group:
Gender Unknown
Steps to Hatch:
5120 #
# Step Formula: Steps to hatch is actually x*256+rand() where [x*256]=[Psydex Value]
This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move.
The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes.
Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure.
The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses.
Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Disabled attacks, Focus Punch, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.)