Electric (type)

The Electric type (Japanese: でんきタイプ Electric type) is one of the eighteen types. Notable Trainers who specialize in Electric-type Pokémon are the Gym Leaders Lt. Surge of Vermilion City, Wattson of Mauville City, Volkner of Sunyshore City, Elesa of Nimbasa City, and Clemont of Lumiose City. Prior to changes in Generation IV, all Electric-type moves were special, but they may now also be physical depending on the attack.

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

Generation I

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
½×  
 
 
 
  None


Generation II onwards

Starting in Generation VI, Electric-type Pokémon cannot be paralyzed.

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
 
½×  
 
 
 
  None


Characteristics

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 the Normal type. Electric type has key resistance to quite common Flying that used as main offensive type. The downside to this is that Ground attacks are very common types offensively.

Thunder Wave, being one of the most reliable forms of inducing paralysis, is commonly seen on a wide variety of defensive Pokémon. Prior to Generation V, only Ground type are immune to Thunder Wave. As of Generation VI, Electric-type Pokémon are immune to paralysis, making many of them ideal sweepers.

While Electric type is resisted by uncommon moves as coverage, many dual-type Electric-type Pokémon have secondary types such as Electric/Steel-type, giving them a large total number of resistances. Due to their single weakness to Ground, pure Electric-type Pokémon with the Ability Levitate like Eelektross have no weaknesses.

Offense

Electric-type Pokémon often have high Speed and Special Attack stats. The ability of Electric type to hit the very common Water and Flying types super effectively is important for many offensive Pokémon. Moreover, the Electric type pairs well with other common attacking types such as Ice, which is super-effective against Ground, which Electric is weak to and has no effect on, Grass and Dragon, which resist Electric. There are few Pokémon had a double resistance to Electric-type attacks. Once again, the downside to this is that Electric-type moves are nullified by Ground.

Contest properties

When used in Contests, a large number of Electric-type moves display Coolness. None of them are considered Tough.

Pokémon

As of Generation VI, there are 48 Electric-type Pokémon, or 6.5% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon), making it the 8th rarest type.

Pure Electric-type Pokémon

# Pokémon
025   Pikachu
026   Raichu
100   Voltorb
101   Electrode
125   Electabuzz
135   Jolteon
172   Pichu
179   Mareep
180   Flaaffy
181   Ampharos
239   Elekid
243   Raikou
309   Electrike
310   Manectric
310   Mega 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

# Pokémon Type 1 Type 2
081   Magnemite* Electric Steel
082   Magneton* Electric Steel
145   Zapdos Electric Flying
181   Mega Ampharos Electric Dragon
462   Magnezone Electric Steel
479   Rotom Electric Ghost
479   Heat Rotom* Electric Fire
479   Wash Rotom* Electric Water
479   Frost Rotom* Electric Ice
479   Fan Rotom* Electric Flying
479   Mow Rotom* Electric Grass
587   Emolga Electric Flying
642   Thundurus Electric Flying
  Electric Flying
694   Helioptile Electric Normal
695   Heliolisk Electric Normal
702   Dedenne Electric Fairy

Secondary Electric-type Pokémon

# Pokémon 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 opponents

# Pokémon 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 Range Description
V Bolt Strike Physical Beautiful 130 85% 5 (max 8)
     
     
Normal
The user charges at its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis.
III Charge Status Clever % 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 Beautiful 50 90% 10 (max 16)
     
     
Normal
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 Others
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
VI Eerie Impulse Status Clever 100% 15 (max 24)
     
     
Normal
The user's body generates an eerie impulse. Exposing the target to it harshly lowers the target's Sp. Atk stat.
VI Electric Terrain Status Clever % 10 (max 16)
     
     
All
The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.
VI Electrify Status Clever % 20 (max 32)
     
     
Normal
If the target is electrified before it uses a move during that turn, the target's move becomes Electric type.
V Electro Ball Special Cool Varies 100% 10 (max 16)
     
     
Normal
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
V Electroweb Special Beautiful 55 95% 15 (max 24)
     
     
Many Others
The user captures and attacks opposing Pokémon by using an electric net. It reduces the targets' Speed stat.
V Fusion Bolt Physical Cool 100 100% 5 (max 8)
     
     
Normal
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.
VI Ion Deluge Status Beautiful % 25 (max 40)
     
     
All
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
IV Magnet Rise Status Cute % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns.
VI Magnetic Flux Status Clever % 20 (max 32)
     
     
Your Party
The user manipulates magnetic fields which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability.
VI Nuzzle Physical Cute 20 100% 20 (max 32)
     
     
Normal
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
VI Parabolic Charge Special Clever 50 100% 20 (max 32)
     
     
All Others
The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.
III Shock Wave Special Cute 60 % 20 (max 32)
     
     
Normal
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)
     
     
Normal
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
I Thunder Special Cool 110 70% 10 (max 16)
     
     
Normal
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
IV Thunder Fang Physical Clever 65 95% 15 (max 24)
     
     
Normal
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)
     
     
Normal
A weak electric charge is launched at the target. It causes paralysis if it hits.
I Thunderbolt Special Cool 90 100% 15 (max 24)
     
     
Normal
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
I Thunder Punch Physical Cool 75 100% 15 (max 24)
     
     
Normal
The target is punched with an electrified fist. It may also leave the target with paralysis.
I Thunder Shock Special Cool 40 100% 30 (max 48)
     
     
Normal
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
V Volt Switch Special Cool 70 100% 20 (max 32)
     
     
Normal
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)
     
     
Normal
The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.
V Wild Charge Physical Tough 90 100% 15 (max 24)
     
     
Normal
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)
     
     
Normal
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.

Abilities

Interacting with Electric-type

User of Color Change will be changed into Electric-type after it is hit with an Electric-type move. Protean will change its user into Electric-type when it uses an Electric-type move. When a Pokémon with Multitype holds a Zap Plate, it will become an Electric-type Pokémon. When a Pokémon with Imposter is sent out and its opposite opponent is Electric-type, it will transform into that Pokémon and turn into Electric-type.

Gen Ability Description
III Lightning Rod Draws in all Electric-type moves to boost its Sp. Atk stat.
IV Motor Drive Boosts the Speed stat when it's hit by an Electric-type move.
III Volt Absorb Restores HP if hit by an Electric-type move.
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.

Exclusive Abilities

Only Electric-type Pokémon can have these Abilities. This does not include signature Abilities.

Gen Ability Description
III Static Contact with the Pokémon may cause paralysis.
IV Motor Drive Boosts the Speed stat when it's hit by an Electric-type move.
III Volt Absorb Restores HP if hit by an Electric-type move.
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.

Trivia

  • Generation V introduced the most Electric-type Pokémon of any generation, with eleven, and Generation VI introduced the fewest, with three.
  • Generation VI introduced the most Electric-type moves of any generation, with seven, and Generation II introduced the fewest, with two.
  • Generation III is the only generation that introduced no dual Electric-type Pokémon.
  • Generation VI is the only generation that introduced no pure Electric-type Pokémon.
  • All Electric-type moves introduced in Generation I begin with the word "Thunder".
  • Electric is the type represented by a Gym Leader in the greatest number of regions, with five—an Electric-type Gym is present in every region except for Johto, which lacks one due to the Vermilion Gym in Kanto also being accessible in games featuring Johto.
    • Therefore, an Electric-type Gym is present in every core series Pokémon game.

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 Électrique
Électrik
  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
  Vietnamese Hệ Điện