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Type: Electric

Electric

Defending Matchup

Neutral Fire Water Nature Electric Earth Mental Wind Digital Melee Crystal Toxic
x1 x1 x1 x1 x0.5 x2 x1 x0.5 x1 x1 x2 x1

Attacking Matchup

Neutral Fire Water Nature Electric Earth Mental Wind Digital Melee Crystal Toxic
x1 x1 x2 x0.5 x0.5 x0.5 x2 x2 x2 x1 x0.5 x1

Techniques

Ampere Outburst

Volgon's Heavenly Might unleashes a wave of power that sweeps the battleground, affecting everyone except the user, overextending them and vigorizing you for 2 turns.

DMG
STA
0
15
Priority
Hold: 2
Electric Status

Bright Beam

Beam me up! This technique makes you alert and able to evade for 2 turns.

DMG
STA
10
21
Priority
Hold: 1
Electric Special
Synergizes with Crystal
  • damage: +45 Damage

Chain Lightning

This miracle of Electric manipulation bounces 3 times clockwise for as long as it deals damage, dealing decreasing damage with each hit.

DMG
STA
48
17
Priority
Electric Special

Charged Iron Filings

Do NOT let your 'Tem eat these. This technique inflicts moderate damage on the whole team and nullifies it for 2 turns.

DMG
STA
85
31
Priority
Hold: 1
Electric Physical

DC Beam

Lightning, an elemental force; not extremely powerful, but always reliable.

DMG
STA
35
5
Priority
Electric Special

Defibrillate

Quick, give me another shock! This technique inflicts moderate damage and isolates it for 2 turns.

DMG
STA
80
14
Priority
Hold: 1
Electric Physical

Electric Storm

True Electric storm like the monsoon over Cipanku. Damages whole team.

DMG
STA
76
29
Priority
Hold: 1
Electric Special

Electric Stream

This Koish subspecies can deliver a short Electric discharge to inflict moderate damage.

DMG
STA
85
23
Priority
Electric Physical

Electric Torrent

"Chromeon, give them a shocking experience!" This technique inflicts moderate damage.

DMG
STA
65
21
Priority
Electric Special

Electromagnetism

Electromagnetically bound, attacker and target are trapped for 3 turns, while target gets SPD .

DMG
STA
0
18
Priority
Hold: 1
Electric Status

Electropunch

Disco might be dead, but electro still packs A LOT of punch...

DMG
STA
110
22
Priority
Electric Physical
Synergizes with Digital

Hasty Lunge

An all-out attack, no time or thought for defense! It's fast, inflicts moderate damage but also overextends the user during their next turn.Used in combination with a ally, Hasty Lunge doesn't overextend the user.

DMG
STA
90
28
Priority
Electric Physical
Synergizes with Nature
  • unknown: User won't be overexerted

Piezoelectric Blow

This Temtem can compress a part of its body to unleash an electric shock - fast and damaging.Oh, and you have an earthing electrode? Used in combination with an Earth ally, Piezoelectric Blow inflicts additional damage and seizes for 2 turns.

DMG
STA
120
36
Priority
Hold: 2
Electric Physical
Synergizes with Earth
  • condition: 2 turns  Seized
  • damage: +155 Damage

Sparkling Bullet

All flash and no bang - this sparkly Electric technique does little damage.

DMG
STA
60
14
Priority
Electric Physical
Synergizes with Neutral
  • damage: +105 Damage

Sparks

Nothing perks you up like a spark-up! SPATK .

DMG
STA
0
9
Priority
Electric Status

Tesla Prison

An electromagnetic trap that does light damage and slows down the target: SPD .

DMG
STA
50
14
Priority
Electric Special

Thunder Strike

Hear it roar! The sound and fury of this technique inflict heavy damage but Exhaust the attacker for 2 turns.

DMG
STA
115
26
Priority
Electric Special

Turbo Charge

Turn it to eleven! Decreases the Hold level of our whole team.

DMG
STA
0
24
Priority
Hold: 1
Electric Status

Voltopuncture

Sometimes a little shock is all you need to gain an edge. This fast technique inflicts slight damage but seizes the target for 1 turn.

DMG
STA
28
5
Priority
Electric Physical

Synergizing Techniques

Earthbreaker

Myrisles engineers hate this odd trick! Make the Earth shake and deal massive damage to the target.Used in combination with a Electric ally, it changes the technique type to Electric and the target is Seized for 2 turns.

DMG
STA
120
33
Priority
Hold: 2
Earth Physical
Synergizes with Electric
  • Becomes Electric 2 Turns  Seized
  • +150 Damage

Gust

Sometimes, a single sigh is enough to topple a weakened enemy - and they'd better be, for this fast technique inflicts very minor damage.Every sigh contributes, until it's a gale storm... Used in combination with an ally, damage increases and traps the enemy for 1 turn.

DMG
STA
55
28
Priority
Hold: 1
Wind Special
Synergizes with Electric
  • 1 Turn  Trapped
  • +75 Damage

Laundry

Look, nobody likes doing laundry, but it has to be done, OK? It cleans all statuses, naturally! (And does some damage to boot.).

DMG
STA
100
17
Priority
Hold: 2
Water Physical
Synergizes with Electric
  • Restore 10% of the user's maximum HP

Rotten Goo

Eww, what's that stink? This gross, sticky mess damages the target and seizes it for 2 turns.

DMG
STA
82
23
Priority
Toxic Special
Synergizes with Electric

Wrenching Massage

The masseurs of Onsenshima don't usually want to hurt you. This technique is the exception - slow, moderate-damage technique.Now, this really pummels your deep tissues. Used in combination with a Electric ally, damage is increased and the enemy is exhausted for 2 turns.

DMG
STA
89
27
Priority
Melee Physical
Synergizes with Electric
  • 2 Turn  Exhausted
  • +116 Damage