Electric (type)

Revision as of 12:12, 10 December 2012 by BurnyBurn (talk | contribs) (→‎Trivia)

The Electric type (Japanese: でんきタイプ Electric type) is one of the seventeen types. Notable Trainers that specialize in Electric-type Pokémon are Lt. Surge of Vermilion City, Wattson of Mauville City, Volkner of Sunyshore City, and Elesa of Nimbasa City. Prior to Generation IV, where moves are designated physical or special based on the move itself rather than its type, all Electric-type moves were special.

Statistical averages

Overall

Stat
HP: 62.45
Attack: 69.32
Defense: 66.11
Sp.Atk: 80.61
Sp.Def: 72.73
Speed: 81.27
Total: 432.50


Fully evolved

Stat
HP: 71.41
Attack: 78.11
Defense: 78.07
Sp.Atk: 90.33
Sp.Def: 86.26
Speed: 90.85
Total: 495.04


Battle properties

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
 
½×  
 
 
 
  None


Characteristics

Offense

Electric-type Pokémon often have high Speed and Special Attack stats making many of them good Special sweepers. Electric-type's ability to hit the very common Water-type and Flying-type types Super Effectively is important for many offensive Pokémon. Despite a lack of reliable powerful moves, Thunderbolt is one of the most commonly used moves due to its mix of power, accuracy and type coverage. Thunder also sees common usage on Rain Dance based teams due to its perfect accuracy in rain. Additionally, Thunder Wave, being one of the most reliable forms of inducing paralysis, is commonly seen on a wide variety of defensive Pokémon. The resistances to the Electric-type are also largely redundant, with the obvious exception of the Ground-type's immunity.

Defense

On average, Electric types have average Defense and above average Special Defense. As a single type, Electric is one of only two types to have only one weakness, the other being Normal-type. The downside to this is that Ground attacks are very common types offensively. While they also have a small number of resistances, many dual type Electrics have secondary types giving them a large total number of resistances, such as Magnezone who, along with its pre-evolved forms, has the most resistances of all Pokémon. Also Eelektross and its family, pure Electric-type Pokémon, have the Ability Levitate effectively giving them no weaknesses. Regardless, the two resistances (other than themselves) are rarely used offensively.

Contest Properties

In Contests, Electric-type moves are usually Cool; no Electric-type move is considered Tough.

Pokémon

As of Generation V, there are 39 Electric-type Pokémon or 6.01% of all Pokémon, making it tied with the Dark type as the twelfth most common type.

Pure Electric-type Pokémon

# Name
025   Pikachu
026   Raichu
081   Magnemite*
082   Magneton*
100   Voltorb
101   Electrode
125   Electabuzz
135   Jolteon
172   Pichu
179   Mareep
180   Flaaffy
181   Ampharos
239   Elekid
243   Raikou
309   Electrike
310   Manectric
311   Plusle
312   Minun
403   Shinx
404   Luxio
405   Luxray
417   Pachirisu
466   Electivire
522   Blitzle
523   Zebstrika
602   Tynamo
603   Eelektrik
604   Eelektross

Half Electric-type Pokémon

Primary Electric-type Pokémon

# Name Type 1 Type 2
081   Magnemite* Electric Steel
082   Magneton* Electric Steel
145   Zapdos Electric Flying
462   Magnezone Electric Steel
479   Rotom Electric Ghost
  Rotom* Electric Ghost
  Electric Ghost
  Electric Ghost
  Electric Ghost
  Electric Ghost
  Rotom* Electric Fire
  Electric Water
  Electric Ice
  Electric Flying
  Electric Grass
587   Emolga Electric Flying
642   Thundurus Electric Flying
  Electric Flying

Secondary Electric-type Pokémon

# Name Type 1 Type 2
170   Chinchou Water Electric
171   Lanturn Water Electric
595   Joltik Bug Electric
596   Galvantula Bug Electric
618   Stunfisk Ground Electric
644   Zekrom Dragon Electric

Pokéstar Studios Pokémon

# Name Type 1 Type 2
N/A   M.T. 2 Steel Electric
N/A   UFO Flying Electric
N/A   UFO 2 Psychic Electric

Moves

Gen Move Category Contest Power Accuracy PP Target Description
V Bolt Strike Physical 130 85% 5 (max 8)
     
     
Any adjacent Pokémon
The user charges at its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis.
III Charge Status Smart % 20 (max 32)
     
     
Self
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat.
IV Charge Beam Special Beauty 50 90% 10 (max 16)
     
     
Any adjacent Pokémon
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
IV Discharge Special Cool 80 100% 15 (max 24)
     
     
All adjacent Pokémon
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
V Electro Ball Special Varies 100% 10 (max 16)
     
     
Any adjacent Pokémon
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
V Electroweb Special 55 95% 15 (max 24)
     
     
All adjacent foes
The user captures and attacks opposing Pokémon by using an electric net. It reduces the targets' Speed stat.
V Fusion Bolt Physical 100 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.
IV Magnet Rise Status Cute % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns.
III Shock Wave Special Cute 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
II Spark Physical Cool 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
I Thunder Special Cool 120 70% 10 (max 16)
     
     
Any adjacent Pokémon
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
IV Thunder Fang Physical Smart 65 95% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.
I Thunder Wave Status Cool 100% 20 (max 32)
     
     
Any adjacent Pokémon
A weak electric charge is launched at the target. It causes paralysis if it hits.
I Thunderbolt Special Cool 95 100% 15 (max 24)
     
     
Any adjacent Pokémon
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
I ThunderPunch Physical Cool 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is punched with an electrified fist. It may also leave the target with paralysis.
I ThunderShock Special Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
V Volt Switch Special 70 100% 20 (max 32)
     
     
Any adjacent Pokémon
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
III Volt Tackle Physical Cool 120 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.
V Wild Charge Physical 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
II Zap Cannon Special Cool 120 50% 5 (max 8)
     
     
Any adjacent Pokémon
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.

Trivia

  • Every generation has introduced at least one Electric-type Pokémon whose name begins with the letter E.
  • Every Electric-type move introduced in Generation I began with the word Thunder.
  • The only type combination that is doubly weak to Electric-type attacks, Water/Flying, has had at least one Pokémon introduced every generation: Gyarados, Mantine, Wingull, Pelipper, Mantyke, Ducklett, and Swanna.
  • The three Pokémon that have had their types changed between generations (Magnemite, Magneton, and Rotom's alternate forms) are all part Electric type.
  • There is an Electric-type Gym Leader in every region except for Johto, which lacks an Electric-specialist Gym due to Kanto also being accessible in games featuring Johto.
  • Generation III is the only generation in which all new Electric types are single-type Pokémon.
  • Generation V introduced the most Electric-type Pokémon of any Generation, with 11 and Generation III introduced the least Electric-type Pokémon, with four.
  • Prior to Generation V, there were no Pokémon that 4× resisted Electric-type attacks. Zekrom and Rotom's mow form are the only Pokémon to do so.
  • Generation V introduced the most Electric-type moves of any Generation, with six and Generation II introduced the least Electric-type moves, with two.
  • It is the only type to have had all of its moves used in the anime.
  • All Electric-type Gym puzzles feature switches.

In other languages

Language Title
  Japanese でんき (電気) Denki
Mandarin Chinese 電 / 电 Diàn
電氣 / 电气 Diànqì
  Danish Elektrisk
  Dutch Elektrisch
  Finnish Sähkö
  French Electrik
  German Elektro
  Greek Ηλεκτρισμού Ilektrismou
  Hebrew חשמל Hashmal
  Indonesian Listrik
  Italian Elettro
  Korean 전기 Jeon'gi
  Norwegian Elektrisk
  Polish Elektryczny
Portuguese   Brazil Elétrico
  Portugal Eléctrico
  Romanian Electricitate
  Russian Электрический Elektricheskii
  Spanish Eléctrico
  Swedish Elektrisk
  Thai ไฟฟ้า