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Electric
Introduced in Generation I. 69 Pokémon have this type (35 of them only this type) and 48 moves use it.
Electric Pokémon
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Pikachu
Raichu
Magnemite
Magneton
Voltorb
Electrode
Electabuzz
Jolteon
Zapdos
Chinchou
Lanturn
Pichu
Mareep
Flaaffy
Ampharos
Elekid
Raikou
Electrike
Manectric
Plusle
Minun
Shinx
Luxio
Luxray
Pachirisu
Magnezone
Electivire
Rotom
Blitzle
Zebstrika
Emolga
Joltik
Galvantula
Tynamo
Eelektrik
Eelektross
Stunfisk
Thundurus
Zekrom
Helioptile
Heliolisk
Dedenne
Charjabug
Vikavolt
Togedemaru
Tapu Koko
Xurkitree
Zeraora
Yamper
Boltund
Toxel
Toxtricity
Pincurchin
Morpeko
Dracozolt
Arctozolt
Regieleki
Pawmi
Pawmo
Pawmot
Tadbulb
Bellibolt
Wattrel
Kilowattrel
Sandy Shocks
Iron Hands
Iron Thorns
Miraidon
Raging Bolt
Electric moves
48 moves
| Effect | ||||||
|---|---|---|---|---|---|---|
| 10,000,000 Volt Thunderbolt | Special | 195 | — | 1 | VII | Inflicts regular damage with no additional effect. |
| Aura Wheel | Physical | 110 | 100% | 10 | VIII | Raises the user's Speed by 1 stage. In Full Belly Mode, this move is Electric type. In Hangry Mode, this move is Dark type. |
| Bolt Beak | Physical | 85 | 100% | 10 | VIII | Power doubles if the user moves before the target. |
| Bolt Strike | Physical | 130 | 85% | 5 | V | Has a 20% chance to paralyze the target. |
| Buzzy Buzz | Special | 60 | 100% | 20 | VII | Inflicts regular damage with no additional effect. |
| Catastropika | Physical | 210 | — | 1 | VII | Inflicts regular damage with no additional effect. |
| Charge | Status | — | — | 20 | III | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. |
| Charge Beam | Special | 50 | 90% | 10 | IV | Has a 70% chance to raise the user’s Special Attack by one stage. |
| Discharge | Special | 80 | 100% | 15 | IV | Has a 30% chance to paralyze the target. |
| Double Shock | Physical | 120 | 100% | 5 | IX | |
| Eerie Impulse | Status | — | 100% | 15 | VI | Lowers the target’s Special Attack by two stages. |
| Electric Terrain | Status | — | — | 10 | VI | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
| Electrify | Status | — | — | 20 | VI | Changes the target’s move’s type to Electric if it hasn’t moved yet this turn. |
| Electro Ball | Special | — | 100% | 10 | V | Power is higher when the user has greater Speed than the target, up to a maximum of 150. |
| Electro Drift | Special | 100 | 100% | 5 | IX | |
| Electro Shot | Special | 130 | 100% | 10 | IX | |
| Electroweb | Special | 55 | 95% | 15 | V | Lowers the target’s Speed by one stage. |
| Fusion Bolt | Physical | 100 | 100% | 5 | V | With Fusion Flare, inflicts double damage. |
| Gigavolt Havoc (Physical) | Physical | — | — | 1 | VII | Inflicts regular damage with no additional effect. |
| Gigavolt Havoc (Special) | Special | — | — | 1 | VII | Inflicts regular damage with no additional effect. |
| Ion Deluge | Status | — | — | 25 | VI | Changes all Normal moves to Electric moves for the rest of the turn. |
| Magnet Rise | Status | — | — | 10 | IV | User is immune to Ground moves and effects for five turns. |
| Magnetic Flux | Status | — | — | 20 | VI | Raises the Defense and Special Defense of all friendly Pokémon with Plus or Minus by one stage. |
| Nuzzle | Physical | 20 | 100% | 20 | VI | Has a 100% chance to paralyze the target. |
| Overdrive | Special | 80 | 100% | 10 | VIII | Inflicts regular damage with no additional effect. |
| Parabolic Charge | Special | 65 | 100% | 20 | VI | Heals the user for half the total damage dealt to all targets. |
| Pika Papow | Special | — | — | 20 | VII | Inflicts regular damage with no additional effect. |
| Plasma Fists | Physical | 100 | 100% | 15 | VII | After inflicting damage, causes all Normal-type moves to become Electric-type for the remainder of the turn. |
| Rising Voltage | Special | 70 | 100% | 20 | VIII | If Electric Terrain is active and the user is grounded, this move has has its power doubled. |
| Shock Wave | Special | 60 | — | 20 | III | Never misses. |
| Spark | Physical | 65 | 100% | 20 | II | Has a 30% chance to paralyze the target. |
| Stoked Sparksurfer | Special | 175 | — | 1 | VII | Has a 100% chance to paralyze the target. |
| Supercell Slam | Physical | 100 | 95% | 15 | IX | |
| Thunder | Special | 110 | 70% | 10 | I | Has a 30% chance to paralyze the target. |
| Thunder Cage | Special | 80 | 90% | 15 | VIII | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Thunder Fang | Physical | 65 | 95% | 15 | IV | Has a 10% chance to paralyze the target and a chance to make the target flinch. |
| Thunder Punch | Physical | 75 | 100% | 15 | I | Has a 10% chance to paralyze the target. |
| Thunder Shock | Special | 40 | 100% | 30 | I | Has a 10% chance to paralyze the target. |
| Thunder Wave | Status | — | 90% | 20 | I | Paralyzes the target. |
| Thunderbolt | Special | 90 | 100% | 15 | I | Has a 10% chance to paralyze the target. |
| Thunderclap | Special | 70 | 100% | 5 | IX | |
| Volt Switch | Special | 70 | 100% | 20 | V | User must switch out after attacking. |
| Volt Tackle | Physical | 120 | 100% | 15 | III | User takes 1/3 the damage inflicted in recoil. Has a 10% chance to paralyze the target. |
| Wild Charge | Physical | 90 | 100% | 15 | V | User receives 1/4 the damage it inflicts in recoil. |
| Wildbolt Storm | Special | 100 | 80% | 10 | VIII | |
| Zap Cannon | Special | 120 | 50% | 5 | II | Has a 100% chance to paralyze the target. |
| Zing Zap | Physical | 80 | 100% | 10 | VII | Has a 30% chance to make the target flinch. |
| Zippy Zap | Physical | 80 | 100% | 10 | VII | Inflicts regular damage with no additional effect. |