Electric (type): Difference between revisions
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==Battle properties== | ==Battle properties== | ||
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As of [[Generation VIII]], there are 60 Electric-type Pokémon or 6.7% of all Pokémon (counting those that are Electric-type in at least one of their [[List of Pokémon with form differences|forms]], including | As of [[Generation VIII]], there are 60 Electric-type Pokémon or 6.7% of all Pokémon (counting those that are Electric-type in at least one of their [[List of Pokémon with form differences|forms]], including {{rf|Alolan|Form}}s), making it the 5th rarest type. | ||
===Pure Electric-type Pokémon=== | ===Pure Electric-type Pokémon=== | ||
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{{typetable|Electric}} | {{typetable|Electric}} |
Revision as of 23:06, 25 November 2019
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
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Fully evolved
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Battle properties
Generation I
Offensive | Defensive | |||
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Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Generation II onwards
Offensive | Defensive | |||
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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 VIII, there are 60 Electric-type Pokémon or 6.7% of all Pokémon (counting those that are Electric-type in at least one of their forms, including Alolans), making it the 5th rarest type.
Pure Electric-type Pokémon
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Half Electric-type Pokémon
Primary Electric-type Pokémon
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Secondary Electric-type Pokémon
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Pokéstar Studios opponents
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Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Target | 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. | ||||||||||
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% | 15 (max 24) |
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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 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 | 50 | 90% | 10 (max 16) |
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The user attacks with an electric charge. The user may use any remaining electricity to raise its 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 cause paralysis. | |||||||||
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 electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground 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 during that turn, the target's move becomes Electric type. | |||||||||
V | Electro Ball | Special | Cool | Varies | 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. | |||||||||
V | Electroweb | Special | Beautiful | 55 | 95% | 15 (max 24) |
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The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat. | |||||||||
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 increased 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. | ||||||||||
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 raises the Defense and Sp. Def stats of ally Pokémon with the Plus or Minus Ability. | |||||||||
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. | |||||||||
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 | Varies | —% | 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. | ||||||||||
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 throws an electrically charged tackle at the target. 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. | ||||||||||
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. | |||||||||
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 punched with an electrified fist. This may also leave the target with paralysis. | |||||||||
I | Thunder Shock | Special | Cool | 40 | 100% | 30 (max 48) |
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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 | — | 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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A strong electric blast crashes down on the target. This may also leave the target with paralysis. | |||||||||
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. This also damages the user quite a lot. This attack 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. | |||||||||
II | Zap Cannon | Special | Cool | 120 | 50% | 5 (max 8) |
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The user fires an electric blast like a cannon to inflict damage and cause paralysis. | |||||||||
VII | Zing Zap | Physical | 80 | 100% | 10 (max 16) |
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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 | 50 | 100% | 15 (max 24) |
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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 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 |
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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 |
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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 | |
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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
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 |
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".
In other languages
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