From Bulbapedia, the community-driven Pokémon encyclopedia.
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 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
Fully evolved
Battle properties
Generation I
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
|
0×
|
None
|
Generation II onwards
Starting in Generation VI, Electric-type Pokémon are immune to the paralysis status condition.
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
|
0×
|
None
|
Characteristics
Offense
Electric-type Pokémon often have high Speed and Special Attack stats. Also, the fact that they are immune to Paralysis as of Generation VI (unless said type is removed by moves such as Soak) makes many of them ideal Special sweepers. The Electric type's ability to hit the very common Water and Flying types super effectively is also important for many offensive Pokémon. Moreover, the Electric-type pairs well with other common attacking types, including Ghost, Dragon and Ice. 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 the 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 Electric-type Pokémon 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. Additionally, Eelektross and its family, pure Electric-type Pokémon, have the Ability Levitate, effectively giving them no weaknesses.
Contest properties
In Contests, Electric-type moves are typically Cool moves. 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
Half Electric-type Pokémon
Primary Electric-type Pokémon
Secondary Electric-type Pokémon
Pokéstar Studios opponents
Moves
Gen
|
Move
|
Category
|
Contest
|
Power
|
Accuracy
|
PP
|
Range
|
Description
|
V
|
Bolt Strike
|
Physical
|
|
130130
|
08585%
|
055 (max 8)
|
|
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
|
000—
|
000—%
|
2020 (max 32)
|
|
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
|
05050
|
09090%
|
1010 (max 16)
|
|
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
|
IV
|
Discharge
|
Special
|
Cool
|
08080
|
100100%
|
1515 (max 24)
|
|
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
|
VI
|
Eerie Impulse
|
Status
|
|
000—
|
100100%
|
1515 (max 24)
|
|
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
|
|
000—
|
000—%
|
1010 (max 16)
|
|
The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.
|
VI
|
Electrify
|
Status
|
|
000—
|
000—%
|
2020 (max 32)
|
|
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
|
VariesVaries
|
100100%
|
1010 (max 16)
|
|
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.
|
V
|
Electroweb
|
Special
|
|
05555
|
09595%
|
1515 (max 24)
|
|
The user captures and attacks opposing Pokémon by using an electric net. It reduces the targets' Speed stat.
|
V
|
Fusion Bolt
|
Physical
|
|
100100
|
100100%
|
055 (max 8)
|
|
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.
|
VI
|
Ion Deluge
|
Status
|
|
000—
|
000—%
|
2525 (max 40)
|
|
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
|
IV
|
Magnet Rise
|
Status
|
Cute
|
000—
|
000—%
|
1010 (max 16)
|
|
The user levitates using electrically generated magnetism for five turns.
|
VI
|
Magnetic Flux
|
Status
|
|
000—
|
000—%
|
2020 (max 32)
|
|
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
|
|
02020
|
100100%
|
2020 (max 32)
|
|
The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.
|
VI
|
Parabolic Charge
|
Special
|
|
05050
|
100100%
|
2020 (max 32)
|
|
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
|
06060
|
000—%
|
2020 (max 32)
|
|
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
|
II
|
Spark
|
Physical
|
Cool
|
06565
|
100100%
|
2020 (max 32)
|
|
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
|
I
|
Thunder
|
Special
|
Cool
|
110110
|
07070%
|
1010 (max 16)
|
|
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
|
IV
|
Thunder Fang
|
Physical
|
Smart
|
06565
|
09595%
|
1515 (max 24)
|
|
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.
|
I
|
Thunder Wave
|
Status
|
Cool
|
000—
|
100100%
|
2020 (max 32)
|
|
A weak electric charge is launched at the target. It causes paralysis if it hits.
|
I
|
Thunderbolt
|
Special
|
Cool
|
09090
|
100100%
|
1515 (max 24)
|
|
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
|
I
|
Thunder Punch
|
Physical
|
Cool
|
07575
|
100100%
|
1515 (max 24)
|
|
The target is punched with an electrified fist. It may also leave the target with paralysis.
|
I
|
Thunder Shock
|
Special
|
Cool
|
04040
|
100100%
|
3030 (max 48)
|
|
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
|
V
|
Volt Switch
|
Special
|
|
07070
|
100100%
|
2020 (max 32)
|
|
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
|
III
|
Volt Tackle
|
Physical
|
Cool
|
120120
|
100100%
|
1515 (max 24)
|
|
The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.
|
V
|
Wild Charge
|
Physical
|
|
09090
|
100100%
|
1515 (max 24)
|
|
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
|
II
|
Zap Cannon
|
Special
|
Cool
|
120120
|
05050%
|
055 (max 8)
|
|
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.
- Prior to Generation V's Zekrom, no Pokémon had a double resistance to Electric-type attacks.
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