Thunder Shock
Projectile · SpecialSends a fast electric projectile through multiple targets.
Base cooldown: 0.4 s · Max level: 5
Electric attacks deal extra damage to Water and Flying. Compare Ground’s reduced damage interaction, explore projectile, aura and chain attacks, and find the Electric partners and Volt Plant encounters.
Electric deals ×1.6 to Water and Flying, and ×0.6 to Grass, Electric and Dragon. Ground takes ×0.3 under the game’s softened immunity rule, so Electric attacks still deal damage.
Ground is the only ×1.6 weakness of pure Electric. Electric, Flying and Steel attacks deal ×0.6. A partner’s second type can change its weaknesses and resistances.
The checked official catalog contains 5 Electric moves, including 5 evolution recipes. Their maximum level is 5. Available moves depend on the partner; this type list is not every Pokémon’s learnset.
Checked base values from the reference snapshot. Upgrades and balance changes can alter cooldown; these are not final attack intervals.
Sends a fast electric projectile through multiple targets.
Base cooldown: 0.4 s · Max level: 5
Maintains a damaging electric field around your partner.
Base cooldown: 0.45 s · Max level: 5
Links an electric strike between neighbouring enemies.
Base cooldown: 0.95 s · Max level: 5
An electric zone appears on the ground, damaging and stunning enemies caught inside.
Base cooldown: 1.6 s · Max level: 5
A shot rebounds between enemies.
Base cooldown: 0.62 s · Max level: 5
Thunder Shock sends a fast projectile through multiple targets. Discharge maintains a damaging field around your partner. Thunderbolt jumps between neighbouring enemies. Choose according to where enemies are positioned, then plan around the card needed for the selected evolution. Thunder Wave marks a stun area, while Electro Ball bounces between enemies. Their recipes require Power and Sprint respectively.
Quick enemies and electrified ground demand careful movement. Use short dodges between safe patches instead of chasing through hazards.
Seven legendaries can use Volt Plant. Raikou, Zeraora and Regieleki are pure Electric in this roster. Zapdos, Thundurus, Zekrom and Tapu Koko have a second type and can also use its arena. An Electric arena does not remove those secondary types from damage calculations.
View the full Rift guideThe 64 Electric entries include these 57 partners and the seven legendaries above. Dual-type Pokémon count once. Names, types and region links follow the shared game roster.
Sprites: PMD SpriteCollab · CC BY-NC 4.0.
Rain boosts Electric attack damage, including attacks used by enemies. Sandstorm and snowfall penalties depend on the partner’s complete typing and remain separate from damage matchups.
| Weather | Attack damage of this type | Additional effect |
|---|---|---|
| Rain | ×1.2 | This damage modifier applies to attacks from players and enemies. |
| Sandstorm | ×1 | Weather damage unless the partner also has Rock, Ground or Steel. |
| Snowfall | ×1 | Weather damage and up to 10% slower movement unless the partner has Ice as its other type. |
Multipliers shown at full weather intensity; they transition gradually as weather starts and ends. ×1 means no change to this attack type’s damage. Weather protection checks both of the partner’s types.
Electric deals ×1.6 to a single Water or Flying type. Against Water / Flying, the two advantages combine up to the ×2.4 cap.
Yes. A pure Ground target takes ×0.3 Electric damage in PokéSurvivor, rather than zero. Water / Ground takes ×0.48 before weather and upgrades.
Reach maximum move level, obtain its card and choose the evolution when offered. Thunder Shock → Thunder (Power); Discharge → Electric Terrain (Armor); Thunderbolt → Zap Cannon (Reflexes); Thunder Wave → Volt Tackle (Power); Electro Ball → Spark (Sprint).
No. Upgrades modify cooldown. Charge time, duration and behavior also depend on the move; the listed base values come from the checked code and do not guarantee a final attack cadence.
Choose a partner and put what you have learned into practice.