10 Best Electric-Type Fusions in Pokémon Infinite Fusion, Ranked

What are the best Electric-type fusions in Pokémon Infinite Fusion? After running the numbers through the fusion stat formula, the short answer is: Zapdos + Dragonite (Electric/Flying), Zekrom + Salamence (Electric/Flying), and Raikou + Garchomp (Electric/Ground) sit at the very top — blistering Special Attack, Ground immunity options, and game-changing abilities like Pressure, Teravolt, and Motor Drive. This guide ranks the 10 best Electric type fusions in Pokémon Infinite Fusion for your team, with exact typings, calculated stats, ability choices, and build paths in version 6.7.2.

Quick note: pokemon-infinitefusions.site is an unofficial fan guide. We are not affiliated with Nintendo, Game Freak, or the creators of Pokémon Infinite Fusion.

Trainer commanding an electric creature zapping an opponent in a thunderstorm arena

What Makes the Best Electric-Type Fusions in Pokémon Infinite Fusion

Electric is the type that keeps Flying and Water honest. Every strong Electric fusion threatens the Water and Flying types that wall so many teams, and Electric STAB comes with the best status effect in the game — paralysis, which cuts Speed to a quarter and can fully stop a move. In a game full of fast sweepers, a Thunder Wave from a Prankster or a Static proc can decide a battle on turn one.

But Electric has one infamous problem: Ground types are completely immune to Electric moves and hit Electric super effectively. Every fusion below is ranked on four things:

  • Does the typing fix Electric’s Ground problem? Electric/Flying (Zapdos + Dragonite, Zekrom + Salamence, Thundurus + Landorus) is immune to Ground. Electric/Poison with Levitate (Vikavolt + Gengar) is immune to Ground and weak only to Psychic. Electric/Ground (Raikou + Garchomp, Electivire + Garchomp) trades the weakness for Earthquake coverage.
  • Offense first, but the right offense. Electric’s best attackers are special (Zapdos 125, Magnezone 130, Vikavolt 145 Special Attack). The head donates two-thirds of the special stats and the Electric primary typing; the body donates two-thirds of the physical stats and its secondary typing. Every pick below lists the exact order — verify it in the Pokémon Infinite Fusion calculator before fusing.
  • Abilities that define the pick. Motor Drive, Volt Absorb, Lightning Rod, Magnet Pull, Prankster, Pressure, Teravolt, Levitate — Electric’s family has some of the best defensive and momentum abilities in the game, and fusion lets you choose either parent’s.
  • Speed matters more here than anywhere. Electric types live and die on moving first: a paralyzed or KO’d Electric attacker does nothing. The fastest picks on this list (Jolteon + Crobat at 130 base Speed) win by striking before the Ground types can move — preview the matchups on the team builder before committing.

New to fusion mechanics? Our guide to how fusion works explains DNA Splicers, head/body order, and the typing rules behind every pick here.

The 10 Best Electric-Type Fusions for Your Team, Ranked

Every fusion below keeps the Electric typing, uses the exact head/body order listed, and has its stats calculated with the official fusion formula. Rankings weigh raw power, defensive typing, ability options, and realistic availability.

#1 Zapdos (Head) + Dragonite (Body) — The Storm Tyrant

Type: Electric/Flying | Key stats: 125 Sp. Attack, 107 Attack, 97 Speed | Abilities: Pressure, Static, Inner Focus, or Multiscale

The best Electric fusion in Pokémon Infinite Fusion: 125 Special Attack on a typing immune to Ground and resistant to Fighting, Bug, Grass, Flying, and Steel. Zapdos’s head donates the Electric primary typing and 125 Special Attack; Dragonite’s body donates 134 Attack and the Flying secondary typing. Thunderbolt, Hurricane, Heat Wave, and Roost give it an answer for everything — Heat Wave specifically deletes the Grass and Steel types that think they can switch in.

Multiscale (from Dragonite) is the premium pick: damage halved at full HP, which patches up 85/90 bulk and guarantees it survives one hit to fire back or Roost. Static is the honest alternative — contact moves have a 30% chance to paralyze, and paralysis on a 97-Speed attacker is a death sentence for the opponent. Pressure drains PP in long battles. Weaknesses to Ice and Rock are real — 4x Ice is the nightmare — so keep it away from Ice Shard users and bring it in on the Ground and Fighting types it walls. Timid nature, Thunderbolt, Hurricane, Heat Wave, Roost.

How to build it: Zapdos is the Power Plant legendary encounter; Dratini is the Safari Zone / Dragon’s Den hunt evolving into Dragonite at a high level. A late-game project with endgame dominance.

#2 Zekrom (Head) + Salamence (Body) — The Black Lightning Bruiser

Type: Electric/Flying | Key stats: 150 Attack, 117 Sp. Attack, 94 Speed | Abilities: Teravolt, Intimidate, or Moxie

150 Attack — the highest physical stat on this list — with Teravolt, which ignores defensive abilities like Levitate, Sturdy, and Multiscale. Zekrom’s head donates the Electric primary typing and 120 Special Attack; Salamence’s body donates 135 Attack and the Flying secondary typing. Bolt Strike and Fusion Bolt hit like legendary signature moves because they are; Dragon Claw, Outrage, and Wild Charge round out physical coverage that nothing switches into safely.

Teravolt is the entire reason this outranks every other physical Electric pick: Levitate users think they are safe from your Electric STAB, and Teravolt says no. Intimidate (from Salamence) is the safer alternative — switch in, drop the opponent’s Attack, and 100/120 bulk becomes genuinely hard to break. Moxie snowballs Attack after every KO. The honest flaws: 4x Ice weakness, weakness to Rock, and 94 Speed that loses to real sweepers. Adamant nature, Bolt Strike, Dragon Claw or Outrage, Wild Charge or Fusion Bolt, Dragon Dance. Both halves are late-game finds, so this is an endgame monster.

How to build it: Zekrom is a post-game legendary encounter; Bagon is the Meteor Falls-style hunt evolving into Salamence. Strictly endgame — but the strongest physical Electric fusion in the game.

#3 Raikou (Head) + Garchomp (Body) — The Thunderquake Sweeper

Type: Electric/Ground | Key stats: 115 Sp. Attack, 112 Attack, 102 Speed | Abilities: Pressure, Inner Focus, Sand Veil, or Rough Skin

The famous BoltBeam-plus-Quake combo in one slot: Thunderbolt + Earthquake hits every type in the game for at least neutral damage except a tiny handful. Raikou’s head donates 115 Special Attack and 115 Speed; Garchomp’s body donates 130 Attack and the Ground secondary typing. Electric/Ground is weak to Grass, Ice, Water, and Ground — but it resists Electric, Poison, Rock, and Fire and is immune to Electric-type paralysis setups that rely on Thunder Wave.

Rough Skin (from Garchomp) is the premium pick: contact attackers take 1/8 HP chip every time they touch you, which adds up fast on a sweeper that forces switches. Sand Veil plus a Sand Stream teammate is the doubles-tech alternative. Inner Focus blocks flinches. The honest flaw: no Ground immunity, so enemy Earthquakes still hurt — this fusion beats Ground types by outspeeding and KO’ing them, not by walling them. Naive nature, Thunderbolt, Earthquake, Crunch or Stone Edge, Calm Mind or Swords Dance. Our best fusion combinations guide ranks more ThunderQuake-style cores.

How to build it: Raikou is a post-game roaming encounter; Gible is a late-game cave catch evolving into Garchomp at a high level. Late-game accessible, endgame viable.

#4 Magnezone (Head) + Metagross (Body) — The Magnet Trap Wallbreaker

Type: Electric/Psychic | Key stats: 130 Sp. Attack, 122 Attack, 90 Defense | Abilities: Magnet Pull, Sturdy, Analytic, Clear Body, or Light Metal

130 Special Attack with Magnet Pull — Steel types cannot switch out, and Thunderbolt plus Flash Cannon delete them. Magnezone’s head donates the Electric primary typing and 130 Special Attack; Metagross’s body donates 135 Attack and the Psychic secondary typing. Electric/Psychic is weak to Ground, Bug, Ghost, and Dark — but it resists Fighting, Steel, Electric, Psychic, Flying, and Grass, making it one of the best defensive typings on this list.

Magnet Pull is the defining pick: trap the Steel fusions that wall your team, then remove them with Thunderbolt or Flash Cannon — 130 Special Attack needs no boost to do the job. Analytic adds 30% damage when moving last — excellent on a base-60-Speed tank. Sturdy guarantees it survives one hit to fire back. The honest flaws: 60 base Speed is glacial, and the Ground weakness is the real danger if you forget to switch. This is a wallbreaker and trapper, not a sweeper — bring it in on a Steel or Flying type, delete it, and leave. Modest nature, Thunderbolt, Flash Cannon, Psychic, Tri Attack or Hidden Power Fire.

How to build it: Magnemite is a Power Plant catch evolving into Magnezone; Beldum is a late-game gift/event encounter evolving into Metagross. Mid-to-late-game accessible, and the best Electric fusion for breaking stall.

Two electric creatures fusing inside a swirling yellow and blue energy vortex

#5 Thundurus (Head) + Landorus (Body) — The Prankster Storm

Type: Electric/Flying | Key stats: 115 Sp. Attack, 108 Attack, 101 Speed | Abilities: Prankster, Defiant, Sand Force, or Sheer Force

Prankster gives priority to every status move: Thunder Wave before the sweeper moves, Taunt before the setup, Substitute before the hit lands. Thundurus’s head donates the Electric primary typing and 115 Special Attack; Landorus’s body donates 101 Attack and the Flying secondary typing. Electric/Flying is immune to Ground — the ability to switch into Earthquakes for free, then Thunder Wave the attacker, is what makes this fusion special.

Prankster is the entire point — without it this is just a decent mixed attacker. But with it, this fusion controls the tempo of every battle: priority Thunder Wave cripples sweepers, priority Taunt shuts down stall, and then Nasty Plot + Thunderbolt + Focus Blast + Grass Knot cleans up. Defiant is the honest alternative: +2 Attack every time Intimidate or a stat drop hits it. The 79/70/80 bulk is the honest flaw — it cannot take the hits it provokes without the disruption working. Timid nature, Thunder Wave, Taunt, Nasty Plot, Thunderbolt.

How to build it: Thundurus and Landorus are both post-game roaming legendary encounters. Strictly endgame — but the best support Electric fusion in the game.

#6 Vikavolt (Head) + Gengar (Body) — The Levitating Railgun

Type: Electric/Poison | Key stats: 145 Sp. Attack, 103 Speed | Abilities: Levitate, Cursed Body

145 Special Attack — the highest on this list — with Levitate granting a Ground immunity. Electric/Poison is naturally weak to Ground and Psychic — and with Levitate covering Ground, Psychic becomes its only weakness. The real math: Electric/Poison resists Electric, Flying, Steel, Grass, Fighting, Poison, Bug, and Fairy, and with Levitate its only weakness is Psychic. One weakness on 145 Special Attack and 103 Speed is absurd.

Levitate (from Gengar) is the only ability choice that matters — it turns the Ground problem from a weakness into an immunity, which is the entire reason this fusion exists. Cursed Body disables contact moves 30% of the time as a consolation. Thunderbolt, Sludge Bomb, Bug Buzz, and Energy Ball give perfect neutral coverage; the Fairy resistance means it switches into Fairy types that threaten your Dragon fusions. The honest flaw: 77/90/75 bulk folds to any strong neutral hit, and 43 base Speed on the Vikavolt half means the body has to carry the Speed — Gengar’s 110 helps, but Choice Scarf is almost mandatory. Timid nature, Thunderbolt, Sludge Bomb, Energy Ball, Bug Buzz.

How to build it: Grubbin is an early forest catch evolving into Vikavolt at a high level; Gastly is the early Lavender catch evolving into Gengar. Shockingly accessible for a top-tier pick.

#7 Electivire (Head) + Garchomp (Body) — The Motor Drive Juggernaut

Type: Electric/Ground | Key stats: 123 Attack, 112 Sp. Attack, 98 Speed | Abilities: Motor Drive, Vital Spirit, Sand Veil, or Rough Skin

Motor Drive is the best defensive ability an Electric type can have: switch into an Electric move, take no damage, and gain +1 Speed. Electivire’s head donates 123 Attack and the Electric primary typing; Garchomp’s body donates 130 Attack and the Ground secondary typing. Electric/Ground with Thunder Punch, Earthquake, Ice Punch, and Cross Chop is the classic physical coverage set — Ice Punch specifically deletes the Dragon, Grass, and Flying types that resist your STABs.

Motor Drive turns the opponent’s Electric attacks into setup fodder — every Thunder Wave aimed at this fusion becomes a free Speed boost. Vital Spirit blocks sleep as the alternative. The honest flaws: Electric/Ground’s weaknesses to Grass, Ice, Water, and Ground are all common, and 98 Speed needs the Motor Drive boost to outrun real sweepers. This is a mid-game wallbreaker that punishes Electric spam — pair it with something that handles Grass types. Adamant nature, Thunder Punch, Earthquake, Ice Punch, Cross Chop.

How to build it: Electabuzz is a Power Plant catch evolving into Electivire; Gible is a late-game cave catch evolving into Garchomp. Mid-to-late-game accessible.

#8 Ampharos (Head) + Tyranitar (Body) — The Sandstorm Lantern

Type: Electric/Dark | Key stats: 115 Sp. Attack, 111 Attack, 105 Defense | Abilities: Static, Sand Stream, or Unnerve

The sandstorm commander of Electric teams: Sand Stream chips every opponent for 1/16 HP per turn, boosts Rock-type Special Defense by 50%, and enables entire sand archetypes — all on a 115 Special Attack, 105 Defense bulky attacker. Ampharos’s head donates the Electric primary typing and 115 Special Attack; Tyranitar’s body donates 134 Attack and the Dark secondary typing. Electric/Dark is immune to Psychic, resists Ghost, Dark, Electric, Flying, and Steel, and is weak to Fighting, Bug, Ground, and Fairy.

Sand Stream is the pick that defines the build — no other Electric fusion sets weather, and sand chip plus the Special Defense boost turns 90/105/90 bulk into a genuine wall. Static punishes contact attackers with paralysis. Thunderbolt, Crunch, Fire Punch, and Dragon Tail or Cotton Guard give it mixed coverage; Cotton Guard patches the Fighting weakness on the physical side. The honest flaws: 55/61 base Speed is glacial even by tank standards — this is a Trick Room or pivot build, never a sweeper. Quiet nature, Thunderbolt, Crunch, Fire Punch, Cotton Guard. Pair it with Sand Rush teammates and a Fairy answer, and it anchors the archetype.

How to build it: Mareep is an early Johto route catch evolving into Ampharos; Larvitar is a late-game mountain encounter evolving into Tyranitar. A tale of two halves — one early, one very late.

#9 Jolteon (Head) + Crobat (Body) — The 130-Speed Striker

Type: Electric/Flying | Key stats: 130 Speed, 110 Sp. Attack, 88 Attack | Abilities: Volt Absorb, Quick Feet, Inner Focus, or Infiltrator

The fastest Electric fusion on this list: 130 base Speed outruns nearly everything that is not Choice Scarfed. Jolteon’s head donates the Electric primary typing and 110 Special Attack; Crobat’s body donates 130 Speed and the Flying secondary typing. Electric/Flying is immune to Ground, resists Fighting, Bug, Grass, Flying, and Steel, and is weak only to Ice and Rock. Volt Absorb heals 25% when hit by an Electric move — switch into Thunder Waves and Thunderbolts for free.

Speed is the entire game plan: move first, hit hard, and never take the hit back. Infiltrator (from Crobat) ignores Reflect, Light Screen, and Substitute — perfect for a fast cleaner. Inner Focus blocks flinches from Fake Out leads. Thunderbolt, Air Slash, Signal Beam, and Baton Pass or Shadow Ball give it coverage and a pivot option. The honest flaws: 65/60/95 bulk is the frailest on this list, and 110 Special Attack needs a Life Orb or Choice Specs to secure KOs. Timid nature, Thunderbolt, Air Slash, Signal Beam, Baton Pass. Our best Fire-type fusions guide covers the sun attackers that pair well with this speedster.

How to build it: Eevee (Celadon quest or Secret Garden) plus a Thunder Stone gives you Jolteon; Zubat is the early cave catch evolving into Crobat by friendship. Very accessible — the best fast Electric fusion most players will actually build.

#10 Pikachu (Head) + Pidgeot (Body) — The People’s Champion

Type: Electric/Flying | Key stats: 98 Speed, 83 Sp. Attack, 75 Attack | Abilities: Static, Lightning Rod, Keen Eye, Tangled Feet, or Big Pecks

The worst stats on this list and the most important pick on it, because both halves are catchable before the second gym. Pikachu’s head donates the Electric primary typing; Pidgeot’s body donates 101 Speed and the Flying secondary typing. Electric/Flying is immune to Ground and resists Fighting, Bug, Grass, Flying, and Steel — the same elite defensive typing as the #1 pick, available at level 10. Thunderbolt, Aerial Ace, Quick Attack, and Thunder Wave carry the early and mid-game.

One honest correction to a common myth: Light Ball does not boost fusions — it only doubles Pikachu’s own Attack and Special Attack, so the fusion keeps its modest stats. Static is the default ability, with a 30% paralysis chance on contact. Lightning Rod draws in Electric moves for a Special Attack boost as the spicy alternative. This fusion falls off hard in the late game — 83 Special Attack does not break walls — but it teaches the Electric/Flying playstyle (free Ground switch-ins, paralysis support) that the #1 and #2 picks perfect. Graduate to Jolteon + Crobat or Zapdos + Dragonite when you can. Timid nature, Thunderbolt, Aerial Ace, Thunder Wave, Quick Attack.

How to build it: Pikachu is the Viridian Forest catch; Pidgey is on the earliest routes evolving into Pidgeot. The easiest Electric fusion in the game — start here, dream bigger later.

The Ground Problem: Every Electric Team’s Homework

Electric’s nightmare matchup is Ground: Ground types are immune to Electric moves and hit Electric super effectively, and every gym leader, rival, and Elite Four member seems to carry Earthquake specifically for moments like this. The fusions above handle it four ways:

  • Flying typing on the fusion itself. Zapdos + Dragonite, Zekrom + Salamence, Thundurus + Landorus, Jolteon + Crobat, and Pikachu + Pidgeot are all immune to Ground — half this list simply does not care about Earthquake. If your Electric core lacks a Ground immunity, you do not have a Ground answer — fix it on the team builder.
  • Levitate or Motor Drive. Vikavolt + Gengar’s Levitate grants a Ground immunity, and Electivire + Garchomp’s Motor Drive turns enemy Electric moves into Speed boosts. These ability-based answers free up your typing slot for coverage like Electric/Poison or Electric/Ground.
  • Coverage moves. Ice Punch (Electivire), Energy Ball (Vikavolt), Grass Knot, and Hidden Power Grass/Ice let Electric fusions hit Ground types super effectively. Test the matchup in the fusion calculator: plug in your Electric fusion against common Ground threats and check whether you have a super effective answer.
  • A dedicated Ground counter on the team. The honest solution: do not ask your Electric fusion to beat Ground types alone. Pair every Electric core with a Grass or Water teammate — a Grass-type fusion walls every Ground type in the game.

Preview every combination in the Pokémon fusion tool before you commit the DNA Splicers — Ground matchups are the first thing to check.

Where to Catch Electric Types in Pokémon Infinite Fusion

Electric hunting is generous. Pikachu (Viridian Forest) and Pidgey (early routes) give you the #10 pick before the second gym. Magnemite, Voltorb, and Electabuzz are all Power Plant catches. Mareep is an early Johto route catch for the Ampharos half. Eevee (Celadon quest or Secret Garden) plus a Thunder Stone gives you Jolteon. Zubat is in every early cave, evolving into Crobat by friendship. Grubbin is an early forest catch; Gastly is the early Lavender catch for the Vikavolt + Gengar build.

The legendary halves — Zapdos (Power Plant depths), Raikou, Thundurus, and Landorus (roaming encounters), and Zekrom — are late/post-game encounters. Dratini (Safari Zone / Dragon’s Den), Gible (late-game cave), Bagon (Meteor Falls-style hunt), Larvitar (late-game mountain), and Beldum (late-game gift) round out the dragon, ground, and steel halves. Check exact locations in the Infinite Fusion Dex. New to the game? Download Pokémon Infinite Fusion (version 6.7.2) and start your Electric-type squad today.

Small sparking eel creature swimming in a shallow river at dusk

Best Electric Fusions FAQ

What is the best Electric fusion in Pokémon Infinite Fusion?

Zapdos (head) + Dragonite (body) is the best Electric-type fusion in Pokémon Infinite Fusion. Electric/Flying typing with 125 Special Attack, immunity to Ground, and Multiscale or Static makes it the most complete Electric attacker in the game. It is a late-game build — Pikachu + Pidgeot is the best accessible alternative, and Jolteon + Crobat is the best fast alternative.

What beats Electric-type fusions?

Ground is the hard counter: Ground types are immune to Electric moves and hit Electric super effectively. Never leave an Electric/Ground or Electric/Dark fusion in on an Earthquake. Grass, Ice, and Water also threaten the Electric/Ground picks on this list. Every Electric team needs a Ground immunity (Flying typing, Levitate) or a dedicated Grass/Water teammate.

Should the Electric Pokémon be the head or the body?

The head, in most cases. The head donates the Electric primary typing and two-thirds of the special stats, and Electric’s best attackers are special-leaning. Body-slot Electric is a niche trick for donating abilities like Motor Drive (Electivire), Volt Absorb (Jolteon), or Static without taking the Electric typing.

Are Electric fusions good against the Elite Four?

Excellent against Water and Flying-heavy teams, shaky against Ground coverage. Zapdos + Dragonite, Zekrom + Salamence, and Vikavolt + Gengar all sweep large portions of the late game. The one warning: the Elite Four carries Earthquake specifically for Electric sweepers — bring a Ground immunity, not just a Ground resistance. Our Elite Four guide breaks down each member’s team.

What is the best Electric fusion for a Nuzlocke?

Magnezone + Metagross (130 Special Attack, 90 Defense, Magnet Pull trapping, Sturdy as a safety net) or Vikavolt + Gengar (Levitate, weak only to Psychic). Both forgive mistakes, which is what matters when one faint ends the run. Our best fusions for Nuzlocke guide ranks the safest picks across every type.

How do I beat Ground types with an Electric team?

Three ways: immunity (Electric/Flying typings or Levitate — switch in for free), coverage (Ice Punch, Energy Ball, Grass Knot, Hidden Power Grass hit Ground super effectively), or a teammate (a Grass or Water fusion that walls Ground types). Most strong Electric teams use all three — the immunity to pivot, the coverage to threaten, and the teammate as insurance. Build it on the team builder and check the Ground matchup first.

Final Verdict: The Best Electric-Type Fusions, Ranked

The best Electric-type fusions in Pokémon Infinite Fusion pair blistering Speed and Special Attack with real answers to the Ground problem: Zapdos + Dragonite for the ultimate mixed Electric attacker, Zekrom + Salamence for Teravolt physical dominance, and Raikou + Garchomp for ThunderQuake coverage. Cover your Ground weakness with a Flying typing or Levitate, preview every combination in the fusion calculator, and build the squad on the team builder. New to the game? Download Pokémon Infinite Fusion (version 6.7.2) — this unofficial fan guide will keep the rankings current as the meta evolves.

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