Electric Type Weakness
Electric type weakness: Ground moves deal 2× damage to the Electric type. Zapdos (Electric/Flying) is immune to Ground but weak to Ice and Rock. Rotom-Wash (Electric/Water) avoids Ground damage with its Levitate ability, which leaves Grass as its only weakness.
What is Electric type weak to?
This is the chart every game has used since X & Y (Gen 6). What was different in older games is at the bottom of the page.
Pokémon strong against Electric
The best counters to Electric. These Pokémon win both ways: they take half damage or less from Electric attacks, and their own type hits Electric for 2× damage. Ranked by that move, the stat behind it, bulk and speed.
- 1USES
EarthquakePHYSICAL100 PWR100 ACC
Headlong RushPHYSICAL120 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
- Total
- 550
- HP
- 130
- Atk
- 140
- Def
- 105
- SpA
- 45
- SpD
- 80
- Spe
- 50
- 2USES
EarthquakePHYSICAL100 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 600
- HP
- 108
- Atk
- 130
- Def
- 95
- SpA
- 80
- SpD
- 85
- Spe
- 102
- 3USES
EarthquakePHYSICAL100 PWR100 ACC
Drill RunPHYSICAL80 PWR95 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 535
- HP
- 115
- Atk
- 140
- Def
- 130
- SpA
- 55
- SpD
- 55
- Spe
- 40
- 4USES
EarthquakePHYSICAL100 PWR100 ACC
Drill RunPHYSICAL80 PWR95 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 508
- HP
- 110
- Atk
- 135
- Def
- 60
- SpA
- 50
- SpD
- 65
- Spe
- 88
- 5USES
EarthquakePHYSICAL100 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
- Total
- 530
- HP
- 110
- Atk
- 130
- Def
- 80
- SpA
- 70
- SpD
- 60
- Spe
- 80
- 6USES
EarthquakePHYSICAL100 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
- Total
- 500
- HP
- 100
- Atk
- 125
- Def
- 100
- SpA
- 55
- SpD
- 85
- Spe
- 35
- 7USES
EarthquakePHYSICAL100 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 525
- HP
- 108
- Atk
- 112
- Def
- 118
- SpA
- 68
- SpD
- 72
- Spe
- 47
- 8USES
EarthquakePHYSICAL100 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 519
- HP
- 95
- Atk
- 117
- Def
- 80
- SpA
- 65
- SpD
- 70
- Spe
- 92
Legendary, Mythical, Paradox and Ultra Beast picks
- 1USES
EarthquakePHYSICAL100 PWR100 ACC
Precipice BladesPHYSICAL120 PWR85 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 670
- HP
- 100
- Atk
- 150
- Def
- 140
- SpA
- 100
- SpD
- 90
- Spe
- 90
- 2USES
EarthquakePHYSICAL100 PWR100 ACC
Headlong RushPHYSICAL120 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
- Total
- 570
- HP
- 115
- Atk
- 131
- Def
- 131
- SpA
- 53
- SpD
- 53
- Spe
- 87
- 3USES
EarthquakePHYSICAL100 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
- Total
- 570
- HP
- 155
- Atk
- 110
- Def
- 125
- SpA
- 55
- SpD
- 80
- Spe
- 45
- 4USES
EarthquakePHYSICAL100 PWR100 ACC
Earth PowerSPECIAL90 PWR100 ACC
Stomping TantrumPHYSICAL75 PWR100 ACC
Sandsear StormSPECIAL100 PWR80 ACC
Scorching SandsSPECIAL70 PWR100 ACC
- Total
- 600
- HP
- 89
- Atk
- 125
- Def
- 90
- SpA
- 115
- SpD
- 80
- Spe
- 101
Abilities and items that change Electric matchups
Some abilities and held items change how much damage Electric deals or takes, on top of the chart.
Abilities that resist or block Electric attacks
- Lightning RodNO DAMAGEElectric moves deal no damage and raise its Sp. Atk one stage; it also pulls in Electric moves aimed at others.
- Volt AbsorbNO DAMAGEElectric moves deal no damage and restore 1/4 of the holder's max HP instead.
- Motor DriveNO DAMAGEElectric moves deal no damage and raise the holder's Speed by one stage instead.
Abilities that cover Electric’s weaknesses
Carried by Electric Pokémon themselves.
- LevitateNO DAMAGEVSGround moves miss it, except Thousand Arrows; Gravity, Iron Ball, Smack Down and Ingrain take that away.
GROUND
Resist berries
- Halves one super effective Electric hit on the holder, then is used up.
Wacan BerryVS
ELECTRIC - Halves one super effective Ground hit on a Electric Pokémon, then is used up.
Shuca BerryVS
GROUND
Super effective moves against Electric
Moves that deal 2× damage to Electric, from every type it is weak to.
Up to 10 moves of each type that hit Electric for 2×, picked from the moves the most Pokémon can learn at 75 power or more. Filter by type or sort by any number.
| MOVE | CATEGORY | ||||
|---|---|---|---|---|---|
| PHYSICAL | 80 | ACC 100% | PP 10 | LEARNED BY 390 | |
| PHYSICAL | 100 | ACC 100% | PP 10 | LEARNED BY 294 | |
| PHYSICAL | 75 | ACC 100% | PP 10 | LEARNED BY 257 | |
| SPECIAL | 90 | ACC 100% | PP 10 | LEARNED BY 210 | |
| PHYSICAL | 80 | ACC 95% | PP 10 | LEARNED BY 45 |
Electric type rules beyond the chart
Battle effects tied to the Electric type, and what was different in older games.
Beyond the chart
- Can’t be paralyzedFrom X & Y (Gen 6) on, Electric types can’t be paralyzed, so Thunder Wave and the paralysis from Body Slam do nothing.
- Electric TerrainBoosts Electric moves from grounded users by 30% (50% before Gen 8) and keeps grounded Pokémon from falling asleep.
How Electric changed across generations
- GEN4Diamond & PearlSince Gen 4, each Electric move is physical or special based on the move itself. Before that, every Electric move was special.
