Highlights
- Moves like Double Shock and Nuzzle offer powerful and effective options for Electric-type Pokémon in battles.
- Electroweb can be a strategic choice to lower opponents’ speed stats and enhance slower Pokémon’s power.
- Eerie Impulse, with its unique ability to degrade Special Attack by two stages, provides valuable support in battles.
The Electric-type in Pokemon has always been one of the most recognisable entries in the franchise. The mascot of the series, Pikachu, has undoubtedly helped push this idea, but the type isn’t relegated to just the aptly titled Mouse Pokemon. The Electric-type spans a wide variety of other catchable creatures that are extremely powerful. Combined with only one weakness, the Ground-type, the Electric-type is one of the strongest in the franchise, with its roster mainly consisting of heavy-hitting attackers.
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To aid in this are the varying moves of the Electric-type. A lot of the moves available are exceptionally strong, such as the ever-reliable Thunderbolt, or signature Electric moves, such as Bolt Beak or Plasma Fists. However, there are still some Electric-type moves that are underrated and underutilized that can prove to be extremely effective whenever a battle next occurs.
10 Double Shock
- Damage: 120
- Accuracy: 100%
- PP: 5
While most signature Electric-type moves won’t find themselves listed here, Double Shock has. Being the signature move of Pawmot, this attack will deal massive damage, but with a caveat. Whenever this move is used, Pawmot will cease to be an Electric-type and will continue the battle with its secondary type, Fighting. This can offer a niche way of dealing with Ground-types as they will no longer be super effective against the previously Electric Pawmot.
However, Pawmot only gains this move at level 60, a steep requirement at which there will also be a plethora of other extremely good Electric-types to choose from. It can be a trade-off, with the raw damage and guaranteed accuracy balancing the level cost.
9 Nuzzle
- Damage: 20
- Accuracy: 100%
- PP: 20
Damage isn’t everything when it comes to moves in Pokemon, and Nuzzle demonstrates this perfectly. While some Generation 1 purists might stick with Thunder Wave, Nuzzle features a way to guarantee paralysis on an opponent while never missing. Well, without accuracy changing effects. Thunder Wave, on the other hand, has a chance to miss and doesn’t damage the opponent.
The only drawback is that Nuzzle is a Physical Attack, meaning an opponent with a contact debuff Ability, such as Poison Point, can somewhat counter Nuzzle.
8 Electroweb
- Damage: 55
- Accuracy: 95%
- PP: 15
Some moves get looked past due to the existence of a rival. Electroweb represents this as two other moves compete as a mid-game damaging option; Charge Beam and Spark. While these two moves do have more favorable bonus effects overall, Electroweb can increase the usability of certain Pokemon by lowering the speed stat of opponents.
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While Electric-types are known for having impressive speed stats, some, such as Vikavolt, do not. Electroweb can balance this out and improve the power of slower units that desperately need an enhancement in their speed while also dishing out some respectable damage.
7 Eerie Impulse
- Damage: N/A
- Accuracy: 100%
- PP: 15
As the first true stat-changing move listed here, Eerie Impulse offers a way to degrade the Special Attack of any opponent by two stages, the only example of its kind.
All other Special Attack altering moves either have some sort of caveat, only lowers the stat by one stage, or have extra requirements when using it, such as switching out the user. Eerie Impulse is the only move to not suffer any such restraint. Combine this with the move lowering Special Attack by two stages, and Eerie Impulse can provide an incredibly effective support role that Electric-types don’t fill all too often.
6 Zing Zap
- Damage: 80
- Accuracy: 100%
- PP: 10
While still technically a signature move, two Pokemon are allowed to employ Zing Zap; Togedemaru and Pinchurchin, both picking it up in separate Generations.
An incredibly powerful move, its only downside is the Pokemon it can be used with. Togedemaru and Pinchurchin aren’t necessarily bad choices, but other stronger units are available. Zing Zap is best used in the mid-game, but only with Togedemaru, as Pinchurchin learns the move at higher levels where more powerful Electric-type Pokemon would be better suited. The 30% chance of causing an opponent to flinch is also a valuable trait to possess and can help turn the tide of a fight.
5 Zap Cannon
- Damage: 120
- Accuracy: 50%
- PP: 5
Serving somewhat as the Electric-type’s version of Solar Beam, Zap Cannon doesn’t appear all too reliable on the surface with its 50% chance of missing. However, this can be negated via the use of Lock-On as Zap Cannon will be guaranteed to hit an opponent. Pair this with Zap Cannon always paralyzing, and the move can be extremely strong.
The only negative is the reliance on Lock-On, as it will consume another move. However, in Double Battles, this combination can prove powerful. Just watch out for Pokemon with the Bulletproof Ability, as Zap Cannon will not harm them.
4 Electrify
- Damage: N/A
- Accuracy: N/A
- PP: 20
Serving as yet another overthrown signature move, Electrify was only utilized by Helioptile and Heliolisk before Boltund was introduced. Electrify allows for more niche plays as the opponent’s move type becomes Electric if used first. Not only can this reduce damage taken due to the removed STAB bonuses of the opponent, but it can also offer a way to counter Fighting-types.
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Helioptile and Heliolisk are part Normal-type, yet with Electrify, any Fighting-type move used will no longer deal super effective damage. However, this doesn’t work with Boltund as it is fully Electric, but will instead deal ineffective damage due to the use of an Electric-type move on an Electric-type Pokemon.
3 Parabolic Charge
- Damage: 65
- Accuracy: 100%
- PP: 20
As the only inherent Electric-type move that can restore HP, Parabolic Charge offers a valuable way to deal with opponents when using some of the more fragile Electric Pokemon. Parabolic Charge restores the health of the user by up to half of the damage dealt.
The true power of Parabolic Charge comes when paired with a Big Root as this allows the user to restore 30% more HP. While the damage may not equal moves such as Thunderbolt, the reliability of restoring HP makes this a valuable move to utilize, especially in the mid-game.
2 Magnet Rise
- Damage: N/A
- Accuracy: N/A
- PP: 10
Apart from the Eelektross family, any Electric-type Pokemon’s one weakness is the Ground-type. Magnetic Rise allows its user to become impervious to any Ground-type attacks for five turns. The only way to deal super effective damage against Electric-types when Magnetic Rise is in effect is to activate Gravity, Smack Down, or Thousand Arrows, which force all Pokemon to the floor.
Spikes and Toxic Spikes also do not affect any Pokemon under the effect of Magnetic Rise. This can be useful in more competitive play where entry hazard moves are employed commonly.
1 Electric Terrain
- Damage: N/A
- Accuracy: N/A
- PP: 10
Electric Terrain is a great example of a move that will change in usefulness in different playthroughs. In a Nuzlocke, this move isn’t as useful compared to casual playthroughs. The option to increase the damage dealt by all Electric-type moves by 50% for five turns is huge. The limit of five turns can be increased to eight with the use of a Terrain Extender. Sleep is also negated by Electric Terrain.
Electric Terrain has found more importance with the introduction of Raid Battles. Other Electric Pokemon will be thankful for Electric Terrain buffing their damage against a difficult boss, making for a strong support move. While the Electric Surge Ability may be more desirable as it doesn’t consume a move slot, Electric Terrain is a valuable asset to any heavy-hitting Electric attackers.
Pokemon
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