Évolution de Électrode de Hisui
Stats détaillées de Électrode de Hisui
| Stat | Base | EV | IV | Total | |
|---|---|---|---|---|---|
| PV | 60 | 261 | |||
| Attaque | 50 | 136 | |||
| Défense | 70 | 176 | |||
| Atq. Spé. | 80 | 196 | |||
| Déf. Spé. | 80 | 196 | |||
| Vitesse | 150 | 336 | |||
| 1301 | |||||
Talents de Électrode de Hisui
Soundproofing gives the Pokémon full immunity to all sound-based moves.
The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it.
Damages the attacker if it knocks out the Pokémon with a move that makes direct contact.
Capacités de Électrode de Hisui
| Capacité▲ | Type▲ | Cat.▲ | Puis.▲ | Préc.▲ | Méthode▲ | Description |
|---|---|---|---|---|---|---|
| Herblast | Plante | special | 150 | 95 | Level Up | The user launches its amassed chlorophyll to inflict damage on the target. This also damages the user. |
| Charge | Normal | physical | 40 | 100 | Level Up 1 | A physical attack in which the user charges and slams into the target with its whole body. |
| Chargeur | Électrik | status | – | – | Level Up 1 | The user becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. |
| Éclair | Électrik | special | 40 | 100 | Level Up 4 | The user attacks the target with a jolt of electricity. This may also leave the target with paralysis. |
| Para-Spore | Plante | status | – | 75 | Level Up 6 | The user scatters a cloud of numbing powder that paralyzes the target. |
| Balle Graine | Plante | physical | 25 | 100 | Level Up 9 | The user attacks by forcefully shooting seeds at the target. This move hits two to five times in a row. |
| Roulade | Roche | physical | 30 | 90 | Level Up 11 | The user continually rolls into the target over five turns. This attack becomes more powerful each time it hits. |
| Grincement | Normal | status | – | 85 | Level Up 13 | An earsplitting screech harshly lowers the target's Defense stat. |
| Rayon Chargé | Électrik | special | 50 | 90 | Level Up 16 | The user attacks the target with an electric charge. The residual electricity may also boost the user's Sp. Atk stat. |
| Météores | Normal | special | 60 | – | Level Up 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| Boule Élek | Électrik | special | – | 100 | Level Up 22 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. |
| Destruction | Normal | physical | 200 | 100 | Level Up 26 | The user attacks everything around it by causing an explosion. The user faints upon using this move. |
| Éco-Sphère | Plante | special | 90 | 100 | Level Up 29 | The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat. |
| Canon Graine | Plante | physical | 80 | 100 | Level Up 34 | The user attacks by slamming a barrage of hard-shelled seeds down on the target from above. |
| Coup d’Jus | Électrik | special | 80 | 100 | Level Up 34 | The user strikes everything around it by letting loose a flare of electricity. This may also leave those hit by the attack with paralysis. |
| Explosion | Normal | physical | 250 | 100 | Level Up 41 | The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. |
| Gyroballe | Acier | physical | – | 100 | Level Up 46 | The user tackles the target with a high-speed spin. The slower the user is than the target, the greater the move's power. |
| Champ Herbu | Plante | status | – | – | Level Up 50 | The user turns the ground into Grassy Terrain for five turns. This restores the HP of Pokémon on the ground a little every turn and powers up Grass-type moves. |
| Hâte | Psy | status | – | – | TM/HM | The user relaxes and lightens its body to move faster. This sharply boosts its Speed stat. |
| Malédiction | Spectre | status | – | – | TM/HM | A move that has different effects depending on whether the user is a Ghost type or not. |
| Damoclès | Normal | physical | 120 | 100 | TM/HM | A reckless life-risking tackle in which the user rushes the target. This also damages the user quite a lot. |
| Champ Électrifié | Électrik | status | – | – | TM/HM | The user turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can no longer fall asleep. |
| Toile Élek | Électrik | special | 55 | 95 | TM/HM | The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. |
| Ténacité | Normal | status | – | – | TM/HM | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. |
| Façade | Normal | physical | 70 | 100 | TM/HM | This move's power is doubled if the user is poisoned, burned, or paralyzed. |
| Tricherie | Ténèbres | physical | 95 | 100 | TM/HM | The user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts. |
| Giga-Sangsue | Plante | special | 75 | 100 | TM/HM | A nutrient-draining attack. The user's HP is restored by up to half the damage taken by the target. |
| Giga Impact | Normal | physical | 150 | 90 | TM/HM | The user charges at the target using every bit of its power. The user can't move on the next turn. |
| Nœud Herbe | Plante | special | – | 100 | TM/HM | The user snares the target with grass and trips it. The heavier the target, the greater the move's power. |
| Gliss’Herbe | Plante | physical | 55 | 100 | TM/HM | Gliding on the ground, the user attacks the target. This move always goes first on Grassy Terrain. |
| Ultralaser | Normal | special | 150 | 90 | TM/HM | The target is attacked with a powerful beam. The user can't move on the next turn. |
| Tempête Verte | Plante | special | 130 | 90 | TM/HM | The user whips up a storm of leaves around the target. The recoil from this move harshly lowers the user's Sp. Atk stat. |
| Abri | Normal | status | – | – | TM/HM | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| Danse Pluie | Eau | status | – | – | TM/HM | The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks. |
| Protection | Psy | status | – | – | TM/HM | A wondrous wall of light is put up to reduce damage from physical moves for five turns. |
| Repos | Psy | status | – | – | TM/HM | The user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions. |
| Grimace | Normal | status | – | 100 | TM/HM | The user frightens the target with a scary face to harshly lower its Speed stat. |
| Blabla Dodo | Normal | status | – | – | TM/HM | The user randomly uses one of the moves it knows. This move can only be used while the user is asleep. |
| Lance-Soleil | Plante | special | 120 | 100 | TM/HM | The user gathers light on the first turn, then blasts a bundled beam on the next turn. |
| Clonage | Normal | status | – | – | TM/HM | The user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy. |
| Volt Assaut | Électrik | physical | 100 | 95 | TM/HM | The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. |
| Bélier | Normal | physical | 90 | 85 | TM/HM | A reckless full-body charge attack for slamming into the target. This also damages the user a little. |
| Provoc | Ténèbres | status | – | 100 | TM/HM | The target is taunted into a rage that allows it to use only attack moves for three turns. |
| Téra Explosion | Normal | special | 80 | 100 | TM/HM | If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user. |
| Larcin | Ténèbres | physical | 60 | 100 | TM/HM | The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |
| Fatal-Foudre | Électrik | special | 110 | 70 | TM/HM | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| Cage Éclair | Électrik | status | – | 90 | TM/HM | The user launches a weak jolt of electricity that paralyzes the target. |
| Tonnerre | Électrik | special | 90 | 100 | TM/HM | The user attacks the target with a strong electric blast. This may also leave the target with paralysis. |
| Change Éclair | Électrik | special | 70 | 100 | TM/HM | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| Éclair Fou | Électrik | physical | 90 | 100 | TM/HM | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
It stores electric energy under very high pressure. It often explodes with little or no provocation.
Stores electrical energy inside its body. Even the slightest shock could trigger a huge explosion.
It is dangerous. If it has too much electricity and has nothing to do, it amuses itself by exploding.
It stores an over flowing amount of electric energy inside its body. Even a small shock makes it explode.
The more energy it charges up, the faster it gets. But this also makes it more likely to explode.
Le nom japonais de Électrode de Hisui est Marumine (マルマイン). Voici tous les noms officiels de Électrode de Hisui dans différentes langues :
Reproduction de Électrode de Hisui
Comment obtenir Électrode de Hisui
Électrode de Hisui ne peut pas être capturé dans la nature : il est généralement obtenu par des cadeaux, événements ou échanges en jeu. Voici comment obtenir Électrode de Hisui dans tous les jeux où il est disponible :
À propos de Électrode de Hisui
Électrode de Hisui est un Pokémon de type Électrik/Plante introduit à la génération 8. Avec un total de stats de base (BST) de 490, Électrode de Hisui est de l'espèce Pokémon Balle et fait partie de la chaîne d'évolution Voltorbe → Électrode → Électrode de Hisui.
En compétition, Électrode de Hisui est placé dans le tier PU, avec un taux d'utilisation de 0.86 %. Ses principaux talents sont Anti-Bruit et Statik et Boom Final, qui lui permettent d'agir comme un membre d'équipe polyvalent. Électrode de Hisui est faible aux attaques de type Feu, Glace, Poison, Insecte, les Dresseurs doivent donc anticiper ces faiblesses.
Électrode de Hisui peut apprendre 53 capacités par montée de niveau, CT, Maître des Capacités et Œuf. Ses capacités compétitives les plus populaires incluent Change Éclair, Tempête Verte, Tonnerre, Tricherie. Mesurant 1.2 m et pesant 71 kg, Électrode de Hisui est apprécié des fans depuis ses débuts dans les jeux de la région de Galar.