Electric (type)
The Electric type (Japanese: でんきタイプ Electric type) is one of the eighteen types. Electric-type moves are super-effective against Flying- and Water-type Pokémon, while Electric-type Pokémon are weak to Ground-type moves.
Statistical averages
Overall
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Fully evolved
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Battle properties
Generation I
Electric-type Pokémon cannot get paralyzed by damage dealing Electric-type moves, but can get paralyzed by other means.
Offensive | Defensive | |||
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Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Generation II onwards
From Generation VI onward, Electric-type Pokémon cannot get paralyzed.
Offensive | Defensive | |||
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Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Characteristics
Defense
Electric is tied with the Normal type for having the fewest weaknesses. Because of their single weakness to Ground, it is possible for pure Electric-type Pokémon to have no weaknesses by becoming airborne through having the Ability Levitate (for example, Eelektross), the held item Air Balloon, or being under the effect of Magnet Rise or Telekinesis. Starting in Generation VI, Electric-type Pokémon are immune to paralysis.
Offense
The Electric type pairs well with other common attacking types, especially Ice because it is super-effective against Ground (which Electric has no effect on), as well as the Electric-resistant Grass and Dragon.
When Electric Terrain is in effect, the power of Electric-type moves is increased by 30% (50% prior to Generation VIII) if the user is on the ground. When Mud Sport is in effect, the power of Electric-type moves used on Pokémon affected by Mud Sport is decreased by 50%. All Normal moves become Electric moves when affected by Ion Deluge or Plasma Fists, and all of a Pokémon's moves become Electric moves when that Pokémon is affected by Electrify.
Contest properties
When used in Contests, Electric-type moves tend to be Cool moves, though they can also be other conditions.
Pokémon
As of Generation IX, there are 73 Electric-type Pokémon or 7.12% of all Pokémon (counting those that are Electric-type in at least one of their forms, including Alolans), making it the fourth rarest type after Ghost and before Steel. All other types have been paired up with Electric at least once.
The Pokémon below are listed by their current types. Some Pokémon have had their types changed, usually when a new type was introduced.
Pure Electric-type Pokémon
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Half Electric-type Pokémon
Primary Electric-type Pokémon
Secondary Electric-type Pokémon
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Changed types
These Electric-type Pokémon have had their types changed.
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Pokéstar Studios opponents
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Moves
Prior to changes in Generation IV, all damaging Electric-type moves were special, but they may now also be physical depending on the attack.
Gen | Move | Category | Contest | Power | Accuracy | PP | Range | Description | |||||||||
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VII | 10,000,000 Volt Thunderbolt | Special | 195 | —% | 1 (max 1) |
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The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily. | ||||||||||
VIII | Aura Wheel | Physical | 110 | 100% | 10 (max 16) |
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Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form. | ||||||||||
VIII | Bolt Beak | Physical | 85 | 100% | 10 (max 16) |
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The user stabs the target with its electrified beak. If the user attacks before the target, the power of this move is doubled. | ||||||||||
V | Bolt Strike | Physical | Beautiful | 130 | 85% | 5 (max 8) |
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The user surrounds itself with a great amount of electricity and charges its target. This may also leave the target with paralysis. | |||||||||
VII | Buzzy Buzz | Special | 60 | 100% | 20 (max 32) |
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The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis. | ||||||||||
VII | Catastropika | Physical | 210 | —% | 1 (max 1) |
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The user, Pikachu, surrounds itself with the maximum amount of electricity using its Z-Power and pounces on its target with full force. | ||||||||||
III | Charge | Status | Clever | — | —% | 20 (max 32) |
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The user boosts the power of the Electric move it uses on the next turn. This also raises the user's Sp. Def stat. | |||||||||
IV | Charge Beam | Special | Beautiful | 50 | 90% | 10 (max 16) |
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The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | |||||||||
IV | Discharge | Special | Beautiful | 80 | 100% | 15 (max 24) |
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The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. | |||||||||
IX | Double Shock | Physical | 120 | 100% | 5 (max 8) |
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The user discharges all the electricity from its body to perform a high-damage attack. After using this move, the user will no longer be Electric type. | ||||||||||
VI | Eerie Impulse | Status | Clever | — | 100% | 15 (max 24) |
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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) |
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The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. | |||||||||
VI | Electrify | Status | Clever | — | —% | 20 (max 32) |
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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 | — | 100% | 10 (max 16) |
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The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power. | |||||||||
IX | Electro Drift | Special | 100 | 100% | 5 (max 8) |
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The user races forward at ultrafast speeds, piercing its target with futuristic electricity. This move's power is boosted more than usual if it's a supereffective hit. | ||||||||||
V | Electroweb | Special | Beautiful | 55 | 95% | 15 (max 24) |
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The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat. | |||||||||
V | Fusion Bolt | Physical | Cool | 100 | 100% | 5 (max 8) |
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The user throws down a giant lightning bolt. This move's power is increased when influenced by an enormous flame. | |||||||||
VII | Gigavolt Havoc | Physical | — | —% | 1 (max 1) |
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The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. | ||||||||||
VII | Gigavolt Havoc | Special | — | —% | 1 (max 1) |
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The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move. | ||||||||||
VIII | G-Max Stun Shock | Physical | — | —% | 3 (max 4) |
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An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. | ||||||||||
VIII | G-Max Stun Shock | Special | — | —% | 3 (max 4) |
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An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents. | ||||||||||
VIII | G-Max Volt Crash | Physical | — | —% | 3 (max 4) |
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An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. | ||||||||||
VIII | G-Max Volt Crash | Special | — | —% | 3 (max 4) |
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An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents. | ||||||||||
VI | Ion Deluge | Status | Beautiful | — | —% | 25 (max 40) |
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The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves. | |||||||||
IV | Magnet Rise | Status | Clever | — | —% | 10 (max 16) |
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The user levitates using electrically generated magnetism for five turns. | |||||||||
VI | Magnetic Flux | Status | Clever | — | —% | 20 (max 32) |
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The user manipulates magnetic fields, which raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability. | |||||||||
VIII | Max Lightning | Physical | — | —% | 3 (max 4) |
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This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. | ||||||||||
VIII | Max Lightning | Special | — | —% | 3 (max 4) |
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This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. | ||||||||||
VI | Nuzzle | Physical | Cute | 20 | 100% | 20 (max 32) |
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The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis. | |||||||||
VIII | Overdrive | Special | 80 | 100% | 10 (max 16) |
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The user attacks opposing Pokémon by twanging a guitar or bass guitar, causing a huge echo and strong vibration. | ||||||||||
VI | Parabolic Charge | Special | Clever | 65 | 100% | 20 (max 32) |
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The user attacks everything around it. The user's HP is restored by half the damage taken by those hit. | |||||||||
VII | Pika Papow | Special | — | —% | 1 (max 1) |
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The more Pikachu loves its Trainer, the greater the move’s power. It never misses. | ||||||||||
VII | Plasma Fists | Physical | 100 | 100% | 15 (max 24) |
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The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves. | ||||||||||
VIII | Rising Voltage | Special | 70 | 100% | 20 (max 32) |
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The user attacks with electric voltage rising from the ground. This move's power doubles when the target is on Electric Terrain. | ||||||||||
III | Shock Wave | Special | Cool | 60 | —% | 20 (max 32) |
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The user strikes the target with a quick jolt of electricity. This attack never misses. | |||||||||
II | Spark | Physical | Cool | 65 | 100% | 20 (max 32) |
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The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. | |||||||||
VII | Stoked Sparksurfer | Special | 175 | —% | 1 (max 1) |
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After obtaining Z-Power, the user, Alolan Raichu, attacks the target with full force. This move leaves the target with paralysis. | ||||||||||
I | Thunder | Special | Cool | 110 | 70% | 10 (max 16) |
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A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | |||||||||
VIII | Thunder Cage | Special | 80 | 90% | 15 (max 24) |
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The user traps the target in a cage of sparking electricity for four to five turns. | ||||||||||
IV | Thunder Fang | Physical | Cool | 65 | 95% | 15 (max 24) |
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The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. | |||||||||
I | Thunder Punch | Physical | Cool | 75 | 100% | 15 (max 24) |
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The target is punched with an electrified fist. This may also leave the target with paralysis. | |||||||||
I | Thunder Shock | Special | Cool | 40 | 100% | 30 (max 48) |
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A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. | |||||||||
I | Thunder Wave | Status | Cool | — | 90% | 20 (max 32) |
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The user launches a weak jolt of electricity that paralyzes the target. | |||||||||
I | Thunderbolt | Special | Cool | 90 | 100% | 15 (max 24) |
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A strong electric blast crashes down on the target. This may also leave the target with paralysis. | |||||||||
V | Volt Switch | Special | Cool | 70 | 100% | 20 (max 32) |
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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) |
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The user electrifies itself and charges the target. This also damages the user quite a lot. This attack may leave the target with paralysis. | |||||||||
V | Wild Charge | Physical | Tough | 90 | 100% | 15 (max 24) |
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The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | |||||||||
VIII | Wildbolt Storm | Special | 95 | 80% | 5 (max 8) |
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The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave the target with paralysis. | ||||||||||
II | Zap Cannon | Special | Cool | 120 | 50% | 5 (max 8) |
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The user fires an electric blast like a cannon to inflict damage and cause paralysis. | |||||||||
VII | Zing Zap | Physical | 80 | 100% | 10 (max 16) |
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A strong electric blast crashes down on the target, giving it an electric shock. This may also make the target flinch. | ||||||||||
VII | Zippy Zap | Physical | 80 | 100% | 10 (max 16) |
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The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit. | ||||||||||
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 the Electric type
A Pokémon with Protean or Libero will become an Electric-type Pokémon if it uses an Electric-type move. A Pokémon with Color Change, Imposter, Mimicry, RKS System, or Multitype will become an Electric-type Pokémon if (respectively) it is hit with an Electric-type move, is sent out against an Electric-type opponent, if the terrain is electric, if it is holding an Electric Memory, or if it is holding a Zap Plate or Electrium Z.
Since Generation VI, Electric-type Pokémon are also immune to becoming paralyzed from the Abilities Static, Synchronize, or Effect Spore.
Gen | Ability | Description |
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IX | Electromorphosis | The Pokémon becomes charged when it takes damage, boosting the power of the next Electric-type move the Pokémon uses. |
VII | Galvanize | Normal-type moves become Electric-type moves. The power of those moves is boosted a little. |
III | Lightning Rod | The Pokémon draws in all Electric-type moves. Instead of taking damage from them, its Sp. Atk stat is boosted. |
IV | Motor Drive | The Pokémon takes no damage when hit by Electric-type moves. Instead, its Speed stat is boosted. |
VIII | Transistor | Powers up Electric-type moves. |
III | Volt Absorb | If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. |
IX | Wind Power | The Pokémon becomes charged when it is hit by a wind move, boosting the power of the next Electric-type move the Pokémon uses. |
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual Ability's page. |
Exclusive Abilities
Only Electric-type Pokémon have these Abilities. This does not include signature Abilities.
Gen | Ability | Description |
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VII | Electric Surge | Turns the ground into Electric Terrain when the Pokémon enters a battle. |
IV | Motor Drive | The Pokémon takes no damage when hit by Electric-type moves. Instead, its Speed stat is boosted. |
III | Static | The Pokémon is charged with static electricity and may paralyze attackers that make direct contact with it. |
III | Volt Absorb | If hit by an Electric-type move, the Pokémon has its HP restored instead of taking damage. |
All details are accurate to Generation IX games. For details that have changed between generations, please see an individual Ability's page. |
Items
Name | Description | |
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Cell Battery | An item to be held by a Pokémon. It boosts Attack if the holder is hit with an Electric-type attack. It can only be used once. | |
Electric Gem | A gem with an essence of electricity. When held, it strengthens the power of an Electric-type move one time. | |
Electric Memory | A memory disc that contains Electric-type data. It changes the type of the holder if held by a certain species of Pokémon. | |
Electrium Z | It converts Z-Power into crystals that upgrade Electric-type moves to Electric-type Z-Moves. | |
Magnet | An item to be held by a Pokémon. It's a powerful magnet that boosts the power of Electric-type moves. | |
Shock Drive | A cassette to be held by Genesect. It changes Genesect's Techno Blast move so it becomes Electric type. | |
Wacan Berry | If held by a Pokémon, this Berry will lessen the damage taken from one supereffective Electric-type attack. | |
Zap Plate | An item to be held by a Pokémon. It's a stone tablet that boosts the power of Electric-type moves. | |
All details are accurate to Generation VIII games. For details that have changed between generations, please see an individual item's page. |
Cram-o-matic
Name | |
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Electirizer | |
Electric Seed | |
Fossilized Bird | |
Light Ball | |
Pecha Berry | |
Thunder Stone | |
Notable Electric-type Trainers
- Main article: Category:Electric-type Trainers
Gen | Trainer | Title | Location |
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I | Lt. Surge |
Gym Leader | Vermilion Gym |
III | Wattson |
Gym Leader | Mauville Gym |
IV | Volkner |
Gym Leader | Sunyshore Gym |
V | Elesa |
Gym Leader | Nimbasa Gym |
VI | Clemont |
Gym Leader | Lumiose Gym |
VII | Sophocles |
Trial Captain | Hokulani Observatory |
IX | Iono |
Gym Leader | Levincia Gym |
Icons
Core series
Icon from Pokémon Ruby, Sapphire, Emerald, HeartGold and SoulSilver |
Icon from Pokémon FireRed and LeafGreen |
Icon from Generation IV |
Icon from Generation V |
Icon from Generation VI |
Icon from Pokémon Sun, Moon, Ultra Sun and Ultra Moon |
Icon from Let's Go, Pikachu!; Let's Go, Eevee! |
Icon from Pokémon Sword and Shield |
Symbol icon from Let's Go, Pikachu!; Let's Go, Eevee!; Sword, Shield and HOME |
Icon from Pokémon Brilliant Diamond and Shining Pearl |
Icon from Pokémon Legends: Arceus |
Symbol icon from Pokémon Brilliant Diamond, Shining Pearl, Legends: Arceus, Scarlet and Violet |
Side series
Icon from Pokémon Stadium |
Icon from Pokémon Stadium 2 |
Icon from Pokémon Colosseum |
Icon from Pokémon XD: Gale of Darkness |
Icon from Pokémon Battle Revolution |
Spin-off games
Symbol icon from Pokémon Ranger |
Symbol icon from Pokémon Battrio |
Symbol icon from Pokémon Tretta |
Symbol icon from Pokémon GO |
Symbol icon from Pokémon Rumble Rush |
Symbol icon from Pokémon Masters EX |
Symbol icon from Pokémon Mystery Dungeon: Rescue Team DX |
Symbol icon from Pokémon Mezastar |
Symbol icon from New Pokémon Snap |
In the TCG
- Main article: Lightning (TCG)
Lightning-type Pokémon in the TCG are generally weak to Fighting and Lightning with resistances to Metal and Fighting. Lightning-type Pokémon are strong against Water and any Pokémon that is a Flying-type in the games, whilst some Fighting Pokémon can resist this type.
Trivia
- Generations V and IX introduced the most Electric-type Pokémon of any generation, both with eleven, and Generation VI introduced the fewest, with three.
- Generation VII and VIII introduced the most Electric-type moves of any generation, each with nine, and Generation II and IX introduced the fewest, both with two.
- Generation III is the only generation that introduced no dual-type Electric-type Pokémon.
- Generation VI is the only generation that introduced no pure Electric-type Pokémon.
- All Electric-type moves introduced in Generation I contain the word "Thunder".
- In the first season of the anime and during much of Generation I, the Rock-type was often wrongly assumed to be unaffected by Electric attacks. This was likely due to the fact that at the time, most Rock-type Pokémon (namely the Geodude and Rhyhorn evolution lines, and Onix) were part Ground type and thus immune to Electric-type moves. However, the only non-Ground Rock-type Pokémon around at the time (the then five Fossil Pokémon) were actually weak to them.
- In the anime, Ground-type Pokémon's immunity to Electric-type attacks was treated inconsistently during the original series and early parts of Pokémon the Series: Ruby and Sapphire, notably during Showdown at Pewter City, where Ash's Pikachu was able to hurt Brock's Onix by simply having his voltage raised and Onix being doused in water.
- As of Generation IX, the Electric-type has been paired with every other type.
- The Electric-type is tied with the Ice-type for the least Mega Evolutions, having two each.
- In That New Old Gang of Mine!, Ash's Rotom Phone listed the Rotom Pokédex as a pure Electric type.
- In Tree's a Crowd, Brock states that Grass-type Pokémon resist Electric-type moves due to being able to diffuse the electricity into trees and the ground. He also explains that if Grass types are in the air, they cannot diffuse the electricity from Electric attacks, thereby dealing normally effective damage.
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