Competitive Information for Electrode [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Electrode electrode
Base Stats for Electrode

Electric

Abilities:
StaticStatic: 30% chance a Pokemon making contact with this Pokemon will be paralyzed.
,
SoundproofSoundproof: This Pokemon is immune to sound-based moves, including Heal Bell.
,
AftermathAftermath: If this Pokemon is KOed with a contact move, that move's user loses 1/4 its max HP.


Evolutions / Family:
Voltorb
Electrode

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ElectrodeVisit Serebii's Pokedex for location, breeding, and other game details about ElectrodeVisit Bulbapedia for more information about Electrode

Movesets for Singles


What is a good competitive moveset for Electrode? These builds have been optimized for Pokemon competing in X/Y Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the X/Y generation metagame.


Electrode is a stupendous Electric-typed Pokemon. It's a almost common sight to see Electrode out in the 6th generation battlefield. Electrode's only type-related weakness is Ground.


Species: Electrode
Item: Life Orb / Focus Sash
Ability: Aftermath
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Signal Beam
- Hyper Beam / Round
- Mirror Coat

Special Sweeper Electrode (Aftermath)

Electrode is a remarkable Special Sweeper. It's goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Electrode from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electrode's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Aftermath, if Electrode is koed with a contact move that move's user loses 1/4 its max hp.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Electrode cannot move next turn).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Mirror Coat is a special 0-base power Psychic-type move (if hit by special attack, returns double damage).



Movesets for Doubles


What is a good doubles moveset for Electrode? These builds have been optimized for X/Y Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the X/Y generation metagame.


Species: Electrode
Item: Life Orb / Focus Sash
Ability: Aftermath
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Signal Beam
- Hyper Beam / Round
- Mirror Coat

Doubles Special Sweeper Electrode (Aftermath)

Electrode is a fabulous Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Electrode from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electrode's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Aftermath, if Electrode is koed with a contact move that move's user loses 1/4 its max hp.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Electrode cannot move next turn).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Mirror Coat is a special 0-base power Psychic-type move (if hit by special attack, returns double damage).



Movepool


Wondering what moves can Electrode learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Mirror Coat
--
100%
20
If hit by special attack, returns double damage.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Sonic Boom
--
90%
20
Always does 20 HP of damage.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Headbutt
70
100%
15
30% chance to flinch the target.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Spark
65
100%
20
30% chance to paralyze the target.
Sucker Punch
80
100%
5
Usually goes first. Fails if target is not attacking.
Tackle
50
100%
35
No additional effect.
Thief
60
100%
25
If the user has no item, it steals the target's.
Wild Charge
90
100%
15
Has 1/4 recoil.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Magnetic Flux
--
--
20
Raises Def, Sp. Def of allies with Plus/Minus by 1.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
100%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Electrode can perform in X/Y. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive XY Move and Ability Combos for Electrode

Create a build


Have an idea in mind for Electrode that you'd like to test? Customize the IVs, EVs and their X/Y moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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