This Pokémon is not eligible in Regulation M-C and cannot currently be used in Pokémon Champions. You can still use this page as a reference for base stats, type matchups, and moves.

Hisuian Electrode
Related Pokemon
The Pokémon is immune to sound-based moves.
When the Pokémon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
Attackers that knock out the Pokémon with a contact move take damage equal to 1/4 of their max HP.
* Based on Pokémon SV data, so it may be inaccurate
Type
Category
Target
Properties
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| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Tackle | Normal | Phys | 40 | 100 | 35 | Contact | 1 Foe | An ordinary attacking move. |
| Take Down | Normal | Phys | 90 | 85 | 20 | Contact | 1 Foe | The user takes 1/4 of the damage it dealt to the target as recoil. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Thunder Shock | Electric | Spec | 40 | 100 | 30 | 1 Foe | Has a 10% chance to paralyze the target. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. This has no effect on Ground-type Pokémon. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Self-Destruct | Normal | Phys | 200 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Swift | Normal | Spec | 60 | - | 20 | All Foes | Always hits. | |
| Explosion | Normal | Phys | 250 | 100 | 8 | Explosion | All | The user faints upon using this move. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Rollout | Rock | Phys | 30 | 90 | 20 | Contact | 1 Foe | Attacks continuously for 5 turns. The power doubles each time the move hits. Stops if it misses. Power is doubled if the user has used Defense Curl. |
| Spark | Electric | Phys | 65 | 100 | 20 | Contact | 1 Foe | Has a 10% chance to leave the target with paralysis. |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Mirror Coat | Psychic | Spec | - | 100 | 20 | Special | The user retaliates to deal double the damage it took from an opponent’s special move during the turn this move is used. | |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Charge | Electric | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |
| Gyro Ball | Steel | Phys | - | 100 | 8 | ContactBall | 1 Foe | The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150). |
| Magnet Rise | Electric | Stat | - | - | 12 | Self | The user gains the Magnet Rise status. | |
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). |
| Foul Play | Dark | Phys | 95 | 100 | 16 | Contact | 1 Foe | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers targets’ Speed stats by 1 stage. | |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user takes 1/4 of the damage dealt by this move. |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target’s Sp. Atk stat by 2 stages. | |
| Magnetic Flux | Electric | Stat | - | - | 20 | All Allies | If the user or its allies have the Plus Ability or the Minus Ability, their Defense and Sp. Def stats are boosted by 1 stage. | |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | Turns the entire field into Electric Terrain for 5 turns. | |
| Tera Blast | Normal | Spec | 80 | 100 | 10 | 1 Foe | While Terastallized, this move becomes the same type as the user's Tera Type and deals damage using the higher of the user's Attack and Sp. Atk. | |
| Supercell Slam | Electric | Phys | 100 | 95 | 16 | Contact | 1 Foe | If this move misses or fails, the user takes damage equal to 1/2 of its max HP. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |