Electric Terrain (move)

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Electric Terrain
エレキフィールド Elec Field
Type  Electric
Category  Status
PP  10 (max. 16)
Power  —
Accuracy  —%
Priority  0
  • Does not make contact
  • Not affected by Protect
  • Not affected by Magic Coat
  • Not affected by Snatch
  • Not affected by King's Rock
Range
Opponent Opponent Opponent
Self Ally Ally
All: Affects all Pokémon on the field
Availability
Introduced  Generation VI
Condition  Clever
Appeal  0  
Jam  0  
Condition  Clever
Appeal  0  
Condition  Clever
Appeal  3 ♥♥♥
Jamming  0  
Excites the audience a lot if used first.

Electric Terrain (Japanese: エレキフィールド Elec Field) is a non-damaging Electric-type move introduced in Generation VI.

Effect

Electric Terrain creates terrain that envelops the field and replaces the background environment. The terrain fades after five turns.

This terrain has the following effects on Pokémon that are on the ground and not in the semi-invulnerable turn of a move.

  • It prevents affected Pokémon from being afflicted by sleep or Yawn.
    • If an affected Pokémon is already drowsy due to Yawn, it is prevented from falling asleep.
    • Rest will fail if used by an affected Pokémon.
  • It increases the damage done by Electric-type moves used by affected Pokémon by 50% (regardless of whether the target of the move is affected).

If Electric Terrain is in effect, Nature Power becomes Thunderbolt, Secret Power uses the animation of Thunder Shock and may cause paralysis, and Camouflage causes the user to become Electric-type. Natural objects disappear and cannot be destroyed while Electric Terrain is in effect.

Description

Games Description
The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.


Learnset

By leveling up

# Pokémon Type Level
I II III IV V VI
082 Magneton Magneton Electric Steel 11
--
310 Manectric Manectric Electric Electric --, 70
--, 60
405 Luxray Luxray Electric Electric --, 67
462 Magnezone Magnezone Electric Steel 11
--
466 Electivire Electivire Electric Electric --, 65
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


By breeding

# Pokémon Type Father
II III IV V VI
179 Mareep Mareep Electric Electric ManectricLuxray
694 Helioptile Helioptile* Electric Normal Mareep
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
A dash (−) indicates a Pokémon cannot learn the move by the designated method.
An empty cell indicates a Pokémon that is unavailable in that game/generation.


Form change

Generation VI

#   Pokémon Type Obtained with
0025 Pikachu Pikachu
Electric Upon changing into the Ph. D costumeORAS
Bold indicates a Pokémon which gets STAB from this move.
Italic indicates a Pokémon whose evolution or alternate form gets STAB
from this move.


In other languages

Language Title
France Flag.png French Champ Électrifié
Germany Flag.png German Elektrofeld
Italy Flag.png Italian Campo Elettrico
South Korea Flag.png Korean 일렉트릭필드 Electric Field
Spain Flag.png Spanish Campo Eléctrico


Moves that change terrain
StatusIC HOME.png Grassy TerrainMisty TerrainElectric TerrainPsychic Terrain


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.