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Official artwork of Electivire

#0466

Electivire

Gen IV

Thunderbolt Pokémon

Electric

Pokédex entry · Diamond

It pushes the tips of its two tails against the foe, then lets loose with over 20,000 volts of power.

Height
1.8 m
Weight
138.6 kg
Base EXP
243
Growth
Medium
Catch rate

30/255Hard

Friendship

70/255

Base stats

HP75Attack123Defense67Speed95Sp. Def85Sp. Atk95
HP
75
Attack★
123
Defense
67
Speed
95
Sp. Def
85
Sp. Atk
95

Total 540

Very high

EV yield +3 Attack

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP135182
Attack115192
Defense64130
Speed90161
Sp. Def81150
Sp. Atk90161
Total575976

About Electivire

The fourth generation introduced it in Pokémon Diamond and Pearl as the final evolution of Elekid. Its appearance combines traits of a horned ogre, a furry mountain creature, and an electrical machine: its tails resemble cables, its horns evoke coils, and the mark on its back looks like a power outlet. The Japanese name, Elekible (エレキブル), comes from “eleki”, electricity, and “cable”; the English Electivire combines “electric” with “wire”, a cable or conducting strand.

Pokédex entries describe it as a walking power source. It stores so much electricity that the sparks between its horns shine brightly, and it discharges high voltage from the tips of its two tails. It also beats its chest when agitated, causing thunder and sparks around it. It can electrify its fists by grabbing its tails, behaviour that fits its sturdy silhouette and large arms. It is the final stage in its evolutionary line, after Electabuzz, and reaches 1.8 m in height and 138.6 kg in weight.

Combat analysis

×2

Weakness

Ground
×½

Resistance

ElectricFlyingSteel

Electivire in depth

A design between the ogre and the engine

Electivire's image is not based on one particular animal. Its furry body and horns recall oni, ogres from Japanese folklore associated with thunder; the yellow and black stripes also fit the tiger skin these figures are often shown wearing. Its mountain-creature appearance adds a reading close to that of a yeti. The mechanical side comes through in its cable-like tails, its coil-shaped horns, and the dorsal mark, which resembles a plug or power outlet.

The English name combines “electric” with “wire”, while the Japanese エレキブル, Elekible, keeps the eleki root and adds a reference to cable. This is not a hidden etymology: electricity is present both in the design and in the name.

From a special evolution to a more accessible species

It appeared in the fourth generation as the evolution of Electabuzz, a first-generation species. Originally, obtaining it was closely tied to trading and the Electirizer. For a while, getting one required linking games from different generations to gather the item and hatch Elekid; Pokémon Platinum eased that restriction by offering both resources within its own environment.

In the fourth generation, Motor Drive was its signature ability. From the fifth generation onwards, it stopped being exclusive when other Pokémon began gaining access to it, and Vital Spirit became its Hidden Ability. Motor Drive has kept the same function: absorbing an Electric attack to gain Speed, although descriptions in recent generations state more clearly that the move deals no damage.

A final evolution with too many buttons

The most useful comparison within the line is straightforward. Elekid provides Speed and the breeding profile, Electabuzz occupies the middle stage, and Electivire concentrates on physical power. The jump to 123 Attack makes elemental punches, Earthquake, and Wild Charge more appealing than a strategy focused on Special Attack, although 95 Special Attack lets it punish some switches with Thunderbolt, Flamethrower, or Focus Blast.

Its movepool is broad, but that breadth also works against it. Fire Punch covers Grass, Ice, and Steel; Ice Punch threatens Ground, Grass, and Dragon; Earthquake hits other Electric types and Fire types; Knock Off removes items, and Wild Charge provides a powerful physical option with recoil. It cannot carry everything. If it skips Ice Punch, Ground opponents get more room; if it leaves Earthquake out, Electric types that resist or are immune to its attacks can switch in more freely.

How to get it moving

The most productive time to bring it onto the field is against a predicted Electric attack or an opponent that cannot take advantage of its modest defenses. Motor Drive turns that switch-in into a Speed boost and lets it apply pressure immediately. It is not a good idea to throw it into Ground moves or leave it taking strong physical hits: 67 Defense and 75 HP do not give it much room to recover from a bad switch.

In a playthrough, its coverage makes it practical against varied teams. Thunder Punch or Wild Charge handle Water and Flying Pokémon, while Fire Punch, Ice Punch, and Earthquake stop the opponent from always responding with the same switch. The Pokédex itself exaggerates its energy production to the point of claiming that a single specimen can supply a metropolis's buildings for a year.

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