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.
Battle properties
Note: Type effectiveness multipliers may vary in other games outside the core series.
Generation I
Offensive properties of Electric-type moves | ||
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Super effective (×2) | Not very effective (×½) | No effect (×0) |
FlyingWater | GrassElectricDragon | Ground |
Defensive properties of Electric-type Pokémon | ||
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Weak to (×2) | Resists (×½) | Immune to (×0) |
Ground | FlyingElectric | None |
Generation II onwards
Offensive properties of Electric-type moves | ||
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Super effective (×2) | Not very effective (×½) | No effect (×0) |
FlyingWater | GrassElectricDragon | Ground |
Defensive properties of Electric-type Pokémon | ||
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Weak to (×2) | Resists (×½) | Immune to (×0) |
Ground | FlyingElectricSteel | None |
Additional effects
In Generation I, Electric-type Pokémon cannot get paralyzed by damage-dealing Electric-type moves, but can get paralyzed by other means. From Generation VI onward, Electric-type Pokémon cannot get paralyzed at all.
When the move Mud Sport (introduced in Generation III) is in effect, the power of Electric-type moves is decreased by 67% (50% prior to Generation V). When Electric Terrain (introduced in Generation VI) is in effect, the power of Electric-type moves is increased by 30% (50% prior to Generation VIII) if the user is grounded.
All Normal-type moves become Electric-type moves when affected by the moves Ion Deluge (introduced in Generation VI) or Plasma Fists (introduced in Pokémon Ultra Sun and Ultra Moon). If the target is affected by the move Electrify (introduced in Generation VI) before it uses a move, the target's move becomes Electric-type for that turn.
Pokémon
As of Generation IX, 73 Pokémon or 7.12% of all Pokémon are Electric-type (counting those that are Electric-type in at least one of their forms, including Alolan forms), causing it to tie with Dragon as the fourth rarest type among Pokémon after Ghost and before Rock, Ground and Steel. After the introduction of Pawmo, Pawmot, and Iron Hands in Generation IX, all other types have been paired up with Electric at least once, making the Electric type the fifth type to have this trait after Flying, Water, Psychic, and Dark.
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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In That New Old Gang of Mine!, Ash's Rotom Phone listed the Rotom Pokédex as a pure Electric-type Pokémon.
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
As of Generation IX, there are 50 Electric-type moves, which makes up 5.35% of all moves (excluding those that are Electric-type only under certain circumstances), making it the 6th most common type among moves, after Water and Dark and before Fire.
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 boosts its Speed stat 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. This move's power is doubled if the user moves before the target. | ||||||||||
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 | 90 | 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 becomes charged, boosting the power of the next Electric-type move it uses. This also boosts the user's Sp. Def stat. | |||||||||
IV | Charge Beam | Special | Beautiful | 50 | 90% | 10 (max 16) |
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The user attacks the target with an electric charge. The residual electricity may also boost the user's 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 leave those hit by the attack with 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 turns the ground into Electric Terrain for five turns, powering up Electric-type moves. Pokémon on the ground can 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, the target's move becomes Electric type for that turn. | |||||||||
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. | ||||||||||
IX | Electro Shot | Special | 130 | 100% | 10 (max 16) |
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The user gathers electricity on the first turn, boosting its Sp. Atk stat, then fires a high-voltage shot on the next turn. The shot will be fired immediately in rain. | ||||||||||
V | Electroweb | Special | Beautiful | 55 | 95% | 15 (max 24) |
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The user captures opposing Pokémon in an electric net to inflict damage. This also lowers their Speed stats. | |||||||||
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 boosted 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 boosts the Defense and Sp. Def stats of ally Pokémon with the Plus Ability or the 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 electricity rising from the ground. This move's power is doubled if 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 attacks the target with an electrically charged tackle. 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. | ||||||||||
IX | Supercell Slam | Physical | 100 | 95% | 15 (max 24) |
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The user electrifies its body and drops onto the target to inflict damage. If this move misses, the user takes damage instead. | ||||||||||
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 inside a cage of sparking electricity that inflicts damage 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 attacked with an electrified punch. This may also leave the target with paralysis. | |||||||||
I | Thunder Shock | Special | Cool | 40 | 100% | 30 (max 48) |
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The user attacks the target with a jolt of electricity. 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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The user attacks the target with a strong electric blast. This may also leave the target with paralysis. | |||||||||
IX | Thunderclap | Special | 70 | 100% | 5 (max 8) |
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This move enables the user to attack first with a jolt of electricity. This move fails if the target is not readying an attack. | ||||||||||
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 to inflict damage. This also damages the user quite a lot and 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 | 100 | 80% | 10 (max 16) |
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The user summons a thunderous tempest and savagely attacks with lightning and wind. This may also leave opposing Pokémon with paralysis. | ||||||||||
II | Zap Cannon | Special | Cool | 120 | 50% | 5 (max 8) |
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The user attacks by firing an electric blast like a cannon. This also leaves the target with paralysis. | |||||||||
VII | Zing Zap | Physical | 80 | 100% | 10 (max 16) |
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The user crashes into the target, delivering a powerful 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. This single-use battery boosts the Attack stat if the holder is damaged by an Electric-type attack. | |
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. | |
Electric Tera Shard | On rare occasions, these shards form when a Tera Pokémon falls in battle and its Tera Jewel shatters. | |
Electrium Z | This is a crystallized form of Z-Power. It upgrades Electric-type moves to Z-Moves. | |
Magnet | An item to be held by a Pokémon. It's a powerful magnet that boosts the power of the holder's 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 a Pokémon holding this Berry is hit with a supereffective Electric-type move, the power of that move will be weakened. | |
Zap Plate | An item to be held by a Pokémon. This stone tablet is imbued with the essence of electricity and boosts the power of the holder’s Electric-type moves. | |
All details are accurate to Generation IX 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 (Gen VIII) |
Icon from Pokémon Brilliant Diamond and Shining Pearl |
Symbol icon from Pokémon Brilliant Diamond, Shining Pearl, Scarlet and Violet, and HOME (Gen IX) |
Icon from Pokémon Legends: Arceus |
Symbol icon from Pokémon Legends: Arceus |
Icon from Pokémon Scarlet and Violet |
Tera icon from Pokémon Scarlet and Violet |
Tera symbol icon from Pokémon 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 |
Symbol icon from Pokémon Sleep |
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-type Pokémon can resist this type.
Statistical averages
Overall
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Fully evolved
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Trivia
- Generation IX introduced the most Electric-type Pokémon of any generation, with twelve, 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 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.
- The Electric type is tied with the Normal type for having the fewest weaknesses.
- All Electric-type moves introduced in Generation I have names beginning with 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-type 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 Rock-type Pokémon who aren't also Ground-type 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.
- Ironically, the move Soak, introduced in Generation V, has exactly the effect of the latter.
- The Electric-type is tied with the Ice-type for having the fewest Pokémon that can Mega Evolve, having two each.
- 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-type Pokémon are in the air, they cannot diffuse the electricity from Electric-type attacks, thereby dealing normally effective damage.
In other languages
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