Electric (type)

Revision as of 03:51, 7 February 2020 by TotallyTob (talk | contribs) (Updated items to VIII)

The Electric type (Japanese: でんきタイプ Electric type) is one of the eighteen types. Prior to changes in Generation IV, all damaging Electric-type moves were special, but they may now also be physical depending on the attack.

Statistical averages

Overall

Stat
HP: 63.70
Attack: 72.92
Defense: 70.68
Sp.Atk: 87.82
Sp.Def: 72.55
Speed: 80.80
Total: 448.47


Fully evolved

Stat
HP: 72.03
Attack: 80.49
Defense: 79.13
Sp.Atk: 101.79
Sp.Def: 84.08
Speed: 90.38
Total: 508.90


Battle properties

Generation I

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
½×  
 
 
 
  None


Generation II onwards

From Generation VI onward, Electric-type Pokémon are immune to paralysis.

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
 
½×  
 
 
 
  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. As of 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 VIII, there are 60 Electric-type Pokémon or 6.7% of all Pokémon (counting those that are Electric-type in at least one of their forms, including Alolan Forms), making it the 4th rarest type, tying with Dragon.

Pure Electric-type Pokémon

# Pokémon
025   Pikachu
  Cosplay
Pikachu
  Pikachu
in a cap
  Partner
Pikachu
  Gigantamax
Pikachu
026   Raichu
100   Voltorb
101   Electrode
125   Electabuzz
135   Jolteon
172   Pichu
Spiky-eared
Pichu
179   Mareep
180   Flaaffy
181   Ampharos
239   Elekid
243   Raikou
309   Electrike
310   Manectric
  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
796   Xurkitree
807   Zeraora
835   Yamper
836   Boltund
871   Pincurchin

Half Electric-type Pokémon

Primary Electric-type Pokémon

# Pokémon Type 1 Type 2
026   Raichu
Alolan Form
Electric Psychic
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
  Heat
Rotom*
Electric Fire
  Wash
Rotom*
Electric Water
  Frost
Rotom*
Electric Ice
  Fan
Rotom*
Electric Flying
  Mow
Rotom*
Electric Grass
587   Emolga Electric Flying
642   Thundurus
Incarnate Forme
Electric Flying
  Thundurus
Therian Forme
Electric Flying
694   Helioptile Electric Normal
695   Heliolisk Electric Normal
702   Dedenne Electric Fairy
741   Oricorio
Pom-Pom Style
Electric Flying
777   Togedemaru Electric Steel
785   Tapu Koko Electric Fairy
848   Toxel Electric Poison
849   Toxtricity
Amped Form
Electric Poison
  Toxtricity
Low Key Form
Electric Poison
  Gigantamax
Toxtricity
Electric Poison
877   Morpeko
Full Belly Mode
Electric Dark
  Morpeko
Hangry Mode
Electric Dark
880   Dracozolt Electric Dragon
881   Arctozolt Electric Ice

Secondary Electric-type Pokémon

# Pokémon Type 1 Type 2
074   Geodude
Alolan Form
Rock Electric
075   Graveler
Alolan Form
Rock Electric
076   Golem
Alolan Form
Rock Electric
170   Chinchou Water Electric
171   Lanturn Water Electric
595   Joltik Bug Electric
596   Galvantula Bug Electric
618   Stunfisk Ground Electric
644   Zekrom Dragon Electric
737   Charjabug Bug Electric
738   Vikavolt Bug Electric

Pokéstar Studios opponents

 
MT2
 Steel  Electric 
Flash Fire
HP Atk Def SpA SpD Spd
100 100 100 100 100 100
 
UFO
 Flying  Electric 
Levitate
HP Atk Def SpA SpD Spd
100 100 100 100 100 100
 
UFO 2
 Psychic  Electric 
Levitate
HP Atk Def SpA SpD Spd
100 100 100 100 100 100

Moves

Gen Move Category Contest Power Accuracy PP Target Description
VII 10,000,000 Volt Thunderbolt Special 195 % 1 (max 1)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Self
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)
     
     
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 Beautiful 80 100% 15 (max 24)
     
     
All adjacent Pokémon
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
VI Eerie Impulse Status Clever 100% 15 (max 24)
     
     
Any adjacent Pokémon
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 Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user hurls an electric orb at the target. The faster the user is than the target, the greater the move's power.
V Electroweb Special Beautiful 55 95% 15 (max 24)
     
     
All adjacent foes
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
All adjacent foes
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
VIII G-Max Stun Shock Special % 3 (max 4)
     
     
All adjacent foes
An Electric-type attack that Gigantamax Toxtricity use. This move poisons or paralyzes opponents.
VIII G-Max Volt Crash Physical % 3 (max 4)
     
     
All adjacent foes
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
VIII G-Max Volt Crash Special % 3 (max 4)
     
     
All adjacent foes
An Electric-type attack that Gigantamax Pikachu use. This move paralyzes opponents.
VI Ion Deluge Status Beautiful % 25 (max 40)
     
     
All Pokémon
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
IV Magnet Rise Status Clever % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns.
VI Magnetic Flux Status Clever % 20 (max 32)
     
     
All allies
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)
     
     
All adjacent foes
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)
     
     
All adjacent foes
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)
     
     
Any adjacent Pokémon
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)
     
     
All adjacent foes
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)
     
     
All adjacent Pokémon
The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.
VII Pika Papow Special Varies % 1 (max 1)
     
     
All adjacent Pokémon
The more Pikachu loves its Trainer, the greater the move’s power. It never misses.
VII Plasma Fists Physical 100 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
III Shock Wave Special Cool 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user strikes the target with a quick jolt of electricity. This attack never misses.
II Spark Physical Cool 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
IV Thunder Fang Physical Cool 65 95% 15 (max 24)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
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)
     
     
Any adjacent Pokémon
The user launches a weak jolt of electricity that paralyzes the target.
I Thunderbolt Special Cool 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
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)
     
     
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 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)
     
     
Any adjacent Pokémon
The user shrouds itself in electricity and smashes into its target. This 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.
VII Zing Zap Physical 80 100% 10 (max 16)
     
     
Any adjacent Pokémon
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 50 100% 15 (max 24)
     
     
Any adjacent Pokémon
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 Color Change, Protean, Imposter, RKS System, or Multitype will become an Electric-type Pokémon if (respectively) it is hit with an Electric-type move, uses an Electric-type move, is sent out against an Electric-type opponent, is holding an Electric Memory, or 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
VII Galvanize Normal-type moves become Electric-type moves.
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
VII Electric Surge Turns the ground into Electric Terrain when the Pokémon enters a battle.
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.

Items

Name Description
  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 ordinary essence. When held, it strengthens the power of a 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.

Notable Electric-type Trainers

Main article: Category:Electric-type Trainers
Gen Trainer Title Location
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

Icons

     
Icon from
Pokémon GO
Icon from
Let's Go, Pikachu! and Let's Go, Eevee! and
Sword and Shield
Icon from
Pokémon Masters

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

  • 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 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 begin with the word "Thunder".

In other languages

Language Title
  Japanese でんき (電気) Denki
Chinese Cantonese Dihn *
電擊 Dihngīk *
電氣 Dihnhei *
Lèuih *
放電 Fongdihn *
Mandarin 電 / 电 Diàn *
電氣 / 电气 Diànqì *
  Czech Elektrický
  Danish Elektrisk
  Dutch Elektrisch
  Finnish Sähkö
  French Électrique
Électrik*
  German Elektro
  Greek Ηλεκτρισμού Ilektrismoú
  Hebrew חשמל Khashmal
  Hungarian Elektromos
  Icelandic Elding
  Indonesian Listrik
  Italian Elettro
  Korean 전기 Jeon'gi
  Malaysian Elektrik
  Norwegian Elektrisk
  Polish Elektryczny
Portuguese   Brazil Elétrico
Eletricidade
  Portugal Elétrico
  Romanian Electricitate
  Russian Электро Elektro
  Spanish Eléctrico
  Swedish Elektrisk
El
  Thai ไฟฟ้า Faifa
  Turkish Elektrik
  Vietnamese Điện