Type weaknesscurrent chartGen 1–9Updated OCT 18, 2026

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.

Weakness chart

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.

Electric weaknesses and resistances

2×Weak to (takes double damage)
½×Resists (takes half damage)

What Electric is strong against

2×Super effective on
½×Not very effective on
0×No effect on
Counters

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.

  1. 1
    UrsalunaGroundNormal0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    550
    HP
    130
    Atk
    140
    Def
    105
    SpA
    45
    SpD
    80
    Spe
    50
  2. 2
    GarchompDragonGround0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    600
    HP
    108
    Atk
    130
    Def
    95
    SpA
    80
    SpD
    85
    Spe
    102
  3. 3
    RhyperiorGroundRock0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    535
    HP
    115
    Atk
    140
    Def
    130
    SpA
    55
    SpD
    55
    Spe
    40
  4. 4
    ExcadrillGroundSteel0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    508
    HP
    110
    Atk
    135
    Def
    60
    SpA
    50
    SpD
    65
    Spe
    88
  5. 5
    MamoswineIceGround0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    530
    HP
    110
    Atk
    130
    Def
    80
    SpA
    70
    SpD
    60
    Spe
    80
  6. 6
    MudsdaleGround0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    500
    HP
    100
    Atk
    125
    Def
    100
    SpA
    55
    SpD
    85
    Spe
    35
  7. 7
    HippowdonGround0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    525
    HP
    108
    Atk
    112
    Def
    118
    SpA
    68
    SpD
    72
    Spe
    47
  8. 8
    KrookodileGroundDark0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    519
    HP
    95
    Atk
    117
    Def
    80
    SpA
    65
    SpD
    70
    Spe
    92

Legendary, Mythical, Paradox and Ultra Beast picks

  1. 1
    GroudonGround0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    670
    HP
    100
    Atk
    150
    Def
    140
    SpA
    100
    SpD
    90
    Spe
    90
  2. 2
    Great TuskGroundFighting0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    570
    HP
    115
    Atk
    131
    Def
    131
    SpA
    53
    SpD
    53
    Spe
    87
  3. 3
    Ting-LuDarkGround0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    570
    HP
    155
    Atk
    110
    Def
    125
    SpA
    55
    SpD
    80
    Spe
    45
  4. 4
    LandorusGroundFlying0×damage from Electric2×damage to Electric
    USESGroundEarthquakePHYSICAL100 PWR100 ACC
    Total
    600
    HP
    89
    Atk
    125
    Def
    90
    SpA
    115
    SpD
    80
    Spe
    101
Abilities & items

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 DAMAGE
    Electric moves deal no damage and raise its Sp. Atk one stage; it also pulls in Electric moves aimed at others.
  • Volt AbsorbNO DAMAGE
    Electric moves deal no damage and restore 1/4 of the holder's max HP instead.
  • Motor DriveNO DAMAGE
    Electric 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 DAMAGEVSGroundGROUND
    Ground moves miss it, except Thousand Arrows; Gravity, Iron Ball, Smack Down and Ingrain take that away.

Resist berries

  • Wacan BerryVSElectricELECTRIC
    Halves one super effective Electric hit on the holder, then is used up.
  • Shuca BerryVSGroundGROUND
    Halves one super effective Ground hit on a Electric Pokémon, then is used up.
Moves

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.

MOVECATEGORY
GroundDigGEN 1PHYSICAL80ACC 100%PP 10LEARNED BY 390
GroundEarthquakeGEN 1PHYSICAL100ACC 100%PP 10LEARNED BY 294
GroundStomping TantrumGEN 7PHYSICAL75ACC 100%PP 10LEARNED BY 257
GroundEarth PowerGEN 4SPECIAL90ACC 100%PP 10LEARNED BY 210
GroundDrill RunGEN 5PHYSICAL80ACC 95%PP 10LEARNED BY 45
Rules & history

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 paralyzed
    From X & Y (Gen 6) on, Electric types can’t be paralyzed, so Thunder Wave and the paralysis from Body Slam do nothing.
  • Electric Terrain
    Boosts Electric moves from grounded users by 30% (50% before Gen 8) and keeps grounded Pokémon from falling asleep.

How Electric changed across generations

  1. GEN4Diamond & PearlSince Gen 4, each Electric move is physical or special based on the move itself. Before that, every Electric move was special.
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