Most electrodes take the form of a simple electric circuit, consisting of a battery and a light bulb, connected by two pieces of wire. One of the wires is cut, leaving a gap in the circuit. In the Vehemoth Phosbat's arena, a large battery connected to a light bulb can also be found, and acts the same as the usual electrode, with the difference being that the circuit is opened between the two battery posts.
Because Yellow Pikmin can conduct electricity in the games electrodes appear in, leaders are meant to throw Yellows at the gap in the electrode. The first Pikmin thrown will grab one of the wire ends and stretch its other arm out. Any Pikmin that come next will join hands with the Pikmin next to them, or grab the other end of the electrode, and when the final Pikmin is added, it will close the gap and the electrical current, starting the circuit and turning on the light bulb in the process. At this point, the Pikmin no longer need to feed the circuit with their bodies, as the gap between the two ends gets filled with an arc of electricity flowing through the air. This arc causes electrical damage, although the wire ends prior to the connection do not. The Pikmin that jump-started the circuit will also be flowered up when the current passes through them.
In Pikmin 3 the purpose of electrodes is to light up the area, which can, in turn, cause different things to happen: light activates the Yellow Onion, makes Bloominous Stemples bloom, and stuns the Vehemoth Phosbat.
In Hey! Pikmin, electrodes are actually parts of Bloominous Stemple, and only need about 4 Pikmin to complete the connection. The flowers will automatically bloom if the Pikmin are conducting, but as soon as they detach, the flower will shrink again.
In Occupational Hazards