#25 / 130 · Base Set 2 · Feb 2000
Near Mint price · updated 4 hours ago
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| Printing | Near Mint | Lightly Played | Moderately Played | Heavily Played | Damaged |
|---|---|---|---|---|---|
| Normal | $8.82 | $2.47 | $1.46 | $1.18 | $0.73 |
Market price per condition via TCGplayer, updated periodically. Not a live offer.
Reference price · Normal · Near Mint · TCGplayer · 27 points
| Date | Source | Price |
|---|---|---|
| Oct 19, 2026 | TCGplayer | $9.00 |
| Oct 18, 2026 | TCGplayer | $9.03 |
| Oct 17, 2026 | TCGplayer | $9.03 |
| Oct 16, 2026 | TCGplayer | $9.03 |
| Oct 15, 2026 | TCGplayer | $9.03 |
| Oct 14, 2026 | TCGplayer | $9.02 |
| Oct 13, 2026 | TCGplayer | $9.02 |
| Oct 12, 2026 | TCGplayer | $9.02 |
At any time during your turn (before your attack), you may Knock Out Electrode and attach it to 1 of your other Pokémon. If you do, choose a type of Energy. Electrode is now an Energy card of that type (instead of a Pokémon) that provides 2 energy. This power can't be used if Electrode is Asleep, Confused, or Paralyzed.
Flip a coin. If tails, Electrode does 10 damage to itself.
It stores electrical energy under very high pressure. It often explodes with little or no provocation.