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, chose a type of Energy. is now an Energy card (instead of a Pokémon) that provides 2 energy of that type. This power can't be used if Electrode is Asleep, Confused, or Paralyzed.
Flip a coin. If tails, Electrode does 10 damage to itself.