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Electric (type)

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Types
Normal Fire
Fighting Water
Flying Grass
Poison Electric
Ground Psychic
Rock Ice
Bug Dragon
Ghost Dark
Steel Fairy
???

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

Stat
HP: 62.45
Attack: 69.32
Defense: 66.11
Sp.Atk: 80.61
Sp.Def: 72.73
Speed: 81.27
Total: 432.50


Fully evolved

Stat
HP: 71.41
Attack: 78.11
Defense: 78.07
Sp.Atk: 90.33
Sp.Def: 86.26
Speed: 90.85
Total: 495.04


Battle properties

Generation I

Offensive Electric Defensive
Power Types   Power Types
Flying
Water
½× Electric
Flying
½× Dragon
Electric
Grass
Ground
Ground None

Generation II onwards

Starting in Generation VI, Electric-type Pokémon are immune to the paralysis status condition.

Offensive Electric Defensive
Power Types   Power Types
Flying
Water
½× Electric
Flying
Steel
½× Dragon
Electric
Grass
Ground
Ground 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

# Pokémon
025 Pikachu Pikachu
026 Raichu Raichu
100 Voltorb Voltorb
101 Electrode Electrode
125 Electabuzz Electabuzz
135 Jolteon Jolteon
172 Pichu Pichu
179 Mareep Mareep
180 Flaaffy Flaaffy
181 Ampharos Ampharos
239 Elekid Elekid
243 Raikou Raikou
309 Electrike Electrike
310 Manectric Manectric
310 Manectric Mega Manectric
311 Plusle Plusle
312 Minun Minun
403 Shinx Shinx
404 Luxio Luxio
405 Luxray Luxray
417 Pachirisu Pachirisu
466 Electivire Electivire
522 Blitzle Blitzle
523 Zebstrika Zebstrika
602 Tynamo Tynamo
603 Eelektrik Eelektrik
604 Eelektross Eelektross

Half Electric-type Pokémon

Primary Electric-type Pokémon

# Pokémon Type 1 Type 2
081 Magnemite Magnemite* Electric Steel
082 Magneton Magneton* Electric Steel
145 Zapdos Zapdos Electric Flying
181 Ampharos Mega Ampharos Electric Dragon
462 Magnezone Magnezone Electric Steel
479 Rotom Rotom Electric Ghost
479 Rotom Heat Rotom* Electric Fire
479 Rotom Wash Rotom* Electric Water
479 Rotom Frost Rotom* Electric Ice
479 Rotom Fan Rotom* Electric Flying
479 Rotom Mow Rotom* Electric Grass
587 Emolga Emolga Electric Flying
642 Thundurus Thundurus Electric Flying
Thundurus Electric Flying
694 Helioptile Helioptile Electric Normal
695 Heliolisk Heliolisk Electric Normal
702 Dedenne Dedenne Electric Fairy

Secondary Electric-type Pokémon

# Pokémon Type 1 Type 2
170 Chinchou Chinchou Water Electric
171 Lanturn Lanturn Water Electric
595 Joltik Joltik Bug Electric
596 Galvantula Galvantula Bug Electric
618 Stunfisk Stunfisk Ground Electric
644 Zekrom Zekrom Dragon Electric

Pokéstar Studios opponents

# Pokémon Type 1 Type 2
N/A M.T. 2 M.T. 2 Steel Electric
N/A UFO UFO Flying Electric
N/A UFO 2 UFO 2 Psychic Electric

Moves

Gen Move Category Contest Power Accuracy PP Target Description
V Bolt Strike Physical 130 85% 5 (max 8)
     
     
Any adjacent Pokémon
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 % 20 (max 32)
     
     
Self
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 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 Cool 80 100% 15 (max 24)
     
     
All adjacent Pokémon
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
VI Eerie Impulse Status 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 % 10 (max 16)
     
     
All Pokémon
The user electrifies the ground under everyone's feet for five turns. Pokémon on the ground no longer fall asleep.
VI Electrify Status % 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 damage.
V Electroweb Special 55 95% 15 (max 24)
     
     
All adjacent foes
The user captures and attacks opposing Pokémon by using an electric net. It reduces the targets' Speed stat.
V Fusion Bolt Physical 100 100% 5 (max 8)
     
     
Any adjacent Pokémon
The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.
VI Ion Deluge Status % 25 (max 40)
     
     
Any adjacent Pokémon
The user disperses electrically charged particles, which changes Normal-type moves to Electric-type moves.
IV Magnet Rise Status Cute % 10 (max 16)
     
     
Self
The user levitates using electrically generated magnetism for five turns.
VI Magnetic Flux Status % 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.
VI Nuzzle Physical 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.
VI Parabolic Charge Special 50 100% 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.
III Shock Wave Special Cute 60 % 20 (max 32)
     
     
Any adjacent Pokémon
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
II Spark Physical Cool 65 100% 20 (max 32)
     
     
Any adjacent Pokémon
The user throws an electrically charged tackle at the target. It may also leave 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. It may also leave the target with paralysis.
IV Thunder Fang Physical Smart 65 95% 15 (max 24)
     
     
Any adjacent Pokémon
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.
I Thunder Wave Status Cool 100% 20 (max 32)
     
     
Any adjacent Pokémon
A weak electric charge is launched at the target. It causes paralysis if it hits.
I Thunderbolt Special Cool 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
I Thunder Punch Physical Cool 75 100% 15 (max 24)
     
     
Any adjacent Pokémon
The target is punched with an electrified fist. It may also leave the target with paralysis.
I Thunder Shock Special Cool 40 100% 30 (max 48)
     
     
Any adjacent Pokémon
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
V Volt Switch Special 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, then charges. It causes considerable damage to the user and may leave the target with paralysis.
V Wild Charge Physical 90 100% 15 (max 24)
     
     
Any adjacent Pokémon
The user shrouds itself in electricity and smashes into its target. It 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.
All details are accurate to Generation VI 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.

In other languages

Language Title
Japan Flag.png Japanese でんき (電気) Denki
Mandarin Chinese 電 / 电 Diàn
電氣 / 电气 Diànqì
Denmark Flag.png Danish Elektrisk
The Netherlands Flag.png Dutch Elektrisch
Finland Flag.png Finnish Sähkö
France Flag.png French Électrique
Électrik
Germany Flag.png German Elektro
Greece Flag.png Greek Ηλεκτρισμού Ilektrismou
Israel Flag.png Hebrew חשמל Hashmal
Indonesia Flag.png Indonesian Listrik
Italy Flag.png Italian Elettro
South Korea Flag.png Korean 전기 Jeon'gi
Norway Flag.png Norwegian Elektrisk
Poland Flag.png Polish Elektryczny
Portuguese Brazil Flag.png Brazil Elétrico
Portugal Flag.png Portugal Eléctrico
Romania Flag.png Romanian Electricitate
Russia Flag.png Russian Электрический Elektricheskii
Spain Flag.png Spanish Eléctrico
Sweden Flag.png Swedish Elektrisk
Thailand Flag.png Thai ไฟฟ้า