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. 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
Fully evolved
Battle properties
Generation I
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
|
0×
|
None
|
Generation II onwards
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
|
0×
|
None
|
Characteristics
Defense
Electric is tied with the Normal type for having the least weaknesses. Because of their single weakness to Ground, pure Electric-type Pokémon with the Ability Levitate, such as Eelektross, have no weaknesses.
From Generation VI onward, 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 50% 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 VII, there are 52 Electric-type Pokémon or 6.3% of all Pokémon (counting those that are Electric-type in at least one of their forms, including Alola Forms), making it the 5th 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
|
VII
|
10,000,000 Volt Thunderbolt
|
Special
|
|
195195
|
000—%
|
011 (max 1)
|
|
The user, Pikachu wearing a cap, powers up a jolt of electricity using its Z-Power and unleashes it. Critical hits land more easily.
|
V
|
Bolt Strike
|
Physical
|
Beautiful
|
130130
|
08585%
|
055 (max 8)
|
|
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
|
|
09090
|
100100%
|
1515 (max 24)
|
|
The user shoots a jolt of electricity to attack the target. This also leaves the target with paralysis.
|
VII
|
Catastropika
|
Physical
|
|
210210
|
000—%
|
011 (max 1)
|
|
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
|
000—
|
000—%
|
2020 (max 32)
|
|
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
|
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
|
Beautiful
|
08080
|
100100%
|
1515 (max 24)
|
|
The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.
|
VI
|
Eerie Impulse
|
Status
|
Clever
|
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
|
Clever
|
000—
|
000—%
|
1010 (max 16)
|
|
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
|
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 move's power.
|
V
|
Electroweb
|
Special
|
Beautiful
|
05555
|
09595%
|
1515 (max 24)
|
|
The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.
|
V
|
Fusion Bolt
|
Physical
|
Cool
|
100100
|
100100%
|
055 (max 8)
|
|
The user throws down a giant lightning bolt. This move's power is increased when influenced by an enormous flame.
|
VII
|
Gigavolt Havoc
|
Physical
|
|
000—
|
000—%
|
011 (max 1)
|
|
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
|
|
000—
|
000—%
|
011 (max 1)
|
|
The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
|
VI
|
Ion Deluge
|
Status
|
Beautiful
|
000—
|
000—%
|
2525 (max 40)
|
|
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
|
IV
|
Magnet Rise
|
Status
|
Clever
|
000—
|
000—%
|
1010 (max 16)
|
|
The user levitates using electrically generated magnetism for five turns.
|
VI
|
Magnetic Flux
|
Status
|
Clever
|
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
|
Cute
|
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
|
Clever
|
06565
|
100100%
|
2020 (max 32)
|
|
The user attacks everything around it. The user's HP is restored by half the damage taken by those hit.
|
VII
|
Pika Papow
|
Special
|
|
VariesVaries
|
000—%
|
011 (max 1)
|
|
The more Pikachu loves its Trainer, the greater the move’s power. It never misses.
|
VII
|
Plasma Fists
|
Physical
|
|
100100
|
100100%
|
1515 (max 24)
|
|
The user attacks with electrically charged fists. This move changes Normal-type moves to Electric-type moves.
|
III
|
Shock Wave
|
Special
|
Cool
|
06060
|
000—%
|
2020 (max 32)
|
|
The user strikes the target with a quick jolt of electricity. This attack never misses.
|
II
|
Spark
|
Physical
|
Cool
|
06565
|
100100%
|
2020 (max 32)
|
|
The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.
|
VII
|
Stoked Sparksurfer
|
Special
|
|
175175
|
000—%
|
011 (max 1)
|
|
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
|
110110
|
07070%
|
1010 (max 16)
|
|
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
|
IV
|
Thunder Fang
|
Physical
|
Cool
|
06565
|
09595%
|
1515 (max 24)
|
|
The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.
|
I
|
Thunder Punch
|
Physical
|
Cool
|
07575
|
100100%
|
1515 (max 24)
|
|
The target is punched with an electrified fist. This may also leave the target with paralysis.
|
I
|
Thunder Shock
|
Special
|
Cool
|
04040
|
100100%
|
3030 (max 48)
|
|
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
|
000—
|
09090%
|
2020 (max 32)
|
|
The user launches a weak jolt of electricity that paralyzes the target.
|
I
|
Thunderbolt
|
Special
|
Cool
|
09090
|
100100%
|
1515 (max 24)
|
|
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
|
V
|
Volt Switch
|
Special
|
Cool
|
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 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
|
09090
|
100100%
|
1515 (max 24)
|
|
The user shrouds itself in electricity and smashes into its target. This 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.
|
VII
|
Zing Zap
|
Physical
|
|
08080
|
100100%
|
1010 (max 16)
|
|
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
|
|
05050
|
100100%
|
1515 (max 24)
|
|
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
|
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 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 VII 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
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".
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