List of All 25 Electric Type Pals and Where to Find Them
Every Electric type Pal in Palworld with its Generating Electricity rank, attack, spawn count and map link — plus Electric's strengths and weaknesses, the best base and combat picks, all 12 Electric alphas, and how to farm Electric Organ.

Electric is the smallest combat pool in Palworld and the only element the game hands a job no one else can do: 25 Pals carry the Electric type, and all 25 of them — and nothing else in the Paldeck — can run a power generator. This is the full list with every Pal's electricity rank, attack, spawn count and map link, plus the matchups Electric wins, the generators each rank unlocks, and the best picks for base, combat and riding.
All 25 Electric Type Pals
Twenty-five of the game's 288 Pals wear the Electric element, which ties Dragon for the thinnest roster in the game — Dark, by comparison, has 70. Nine of the twenty-five are dual-element, and the split matters: a Water/Electric Pal like Penking Lux is still weak to Grass, while Snock Lux carries Electric's own counter, Ground, on its other half. The Electricity column is the one to read first — it is the number that decides which generators the Pal can staff, and it runs from Lv. 1 up to Orserk's Lv. 8, the highest rank any Pal has in any job.
| # | Pal | Elements | Electricity | Attack | Spawns |
|---|---|---|---|---|---|
| 7B | Celaray Lux | Water / Electric | Lv. 2 | 100 | 328 pins — view on map |
| 15 | Jolthog | Electric | Lv. 1 | 75 | 24 pins — view on map |
| 17B | Pengullet Lux | Water / Electric | Lv. 2 | 100 | 653 pins — view on map |
| 18B | Penking Lux | Water / Electric | Lv. 3 | 100 | 252 pins — view on map |
| 42 | Sparkit | Electric | Lv. 1 | 75 | 45 pins — view on map |
| 54 | Univolt | Electric | Lv. 3 | 110 | 54 pins — view on map |
| 62 | Puffolt | Electric | Lv. 2 | 100 | 113 pins — view on map |
| 80B | Helzephyr Lux | Dark / Electric | Lv. 4 | 125 | 80 pins — view on map |
| 83B | Fenglope Lux | Electric | Lv. 5 | 115 | 258 pins — view on map |
| 84B | Dinossom Lux | Electric / Dragon | Lv. 3 | 90 | 573 pins — view on map |
| 92 | Dazzi | Electric | Lv. 3 | 110 | 140 pins — view on map |
| 92B | Dazzi Noct | Dark / Electric | Lv. 1 | 110 | 135 pins — view on map |
| 94B | Relaxaurus Lux | Dragon / Electric | Lv. 4 | 120 | 17 pins — view on map |
| 96 | Beakon | Electric | Lv. 4 | 115 | 504 pins — view on map |
| 98 | Rayhound | Electric | Lv. 4 | 100 | 235 pins — view on map |
| 102B | Mossanda Lux | Electric | Lv. 4 | 100 | 40 pins — view on map |
| 141B | Prixter Lux | Electric / Ground | Lv. 3 | 115 | 35 pins — view on map |
| 161 | Azurmane | Electric | Lv. 5 | 120 | 112 pins — view on map |
| 163 | Snock | Electric | Lv. 4 | 100 | 33 pins — view on map |
| 163B | Snock Lux | Electric / Ground | Lv. 4 | 100 | 33 pins — view on map |
| 167 | Slowatt | Electric | Lv. 3 | 100 | 41 pins — view on map |
| 169B | Solmora Lux | Water / Electric | Lv. 6 | 100 | 251 pins — view on map |
| 172 | Dynamoff | Electric | Lv. 6 | 100 | 26 pins — view on map |
| 185 | Grizzbolt | Electric | Lv. 5 | 120 | 40 pins — view on map |
| 187 | Orserk | Dragon / Electric | Lv. 8 | 130 | 33 pins — view on map |
Attack in that table is the higher of the Pal's melee and ranged base value, so the numbers compare cleanly against each other but not against a weapon's damage. Orserk leads at 130, and only six Electric Pals break 115 at all — this is not the element you pick for raw damage. What it is unmatched at is the last column of your base menu.
Electric Type Strengths and Weaknesses
Electric sits in a clean one-for-one trade on the Palworld type chart: it beats Water and it loses to Ground, and that is the whole relationship. A super-effective hit is worth roughly one and a half times normal damage in either direction, so bringing an Electric team into a Ground fight is not a slow fight, it is a losing one. The useful half of that trade is the size of the target pool — 47 Pals carry Water, which is the second-biggest element in the game, so an Electric attacker is relevant for a large chunk of the map.
| Situation | Damage | What it means for you |
|---|---|---|
| Your Electric move hits a Water Pal | ~1.5× | The payoff matchup — 47 Water Pals in the game, including Panthalus in its tower |
| A Ground move hits your Electric Pal | ~1.5× taken | Bench Electric for Anubis and the desert roster entirely |
| Your Electric move hits an Electric Pal | Reduced | Greyed-out numbers — the mistake players make on the Grizzbolt tower |
| Electric move, any other element | 1× | No bonus either way — the chart only has the one pairing |
| Electric move on a Water/Electric Pal | 1× | The Water half's weakness and the Electric half's resistance cancel out |
Electric moves also carry Electrify, and no other element inflicts it — it is Electric's signature lockdown, the same way Freeze belongs only to Ice. The full ailment breakdown is in the Palworld status effects guide. If you are on the receiving end instead, the Ring of Electric Resistance cuts incoming Electric damage, and the Electric Support Whistle pushes your own Electric Pal's damage the other way.
Best Electric Pals for Generating Electricity
This is the reason Electric Pals exist. Generating Electricity is the only work suitability in the game that is locked to a single element — no Fire, Water, Grass, Dark, Dragon, Ground, Ice or Neutral Pal has a single point in it, so every light, cooler, conveyor and assembly line in your base runs on one of these twenty-five. Rank matters twice over: it decides how fast the generator refills, and at Lv. 6 it decides whether the Pal can staff the endgame generator at all.
| Pal | Electricity | Other Jobs | Why It Works |
|---|---|---|---|
Orserk | Lv. 8 | Handiwork 3, Transporting 4 | The only Lv. 8 generator in the game, and the only Pal that clears the Ancient Power Generator bar with two ranks to spare. Not a mount, so it lives at base permanently. |
Solmora Lux | Lv. 6 | Watering 4 | Lv. 6 plus Watering 4 — the one Pal that can staff the Ancient Power Generator *and* cool it down when it overheats. |
Dynamoff | Lv. 6 | Gathering 3, Transporting 3 | Lv. 6 with Gathering 3 and Transporting 3, and its partner skill cuts egg incubation time by up to 40% while you ride it. |
Azurmane | Lv. 5 | None | Lv. 5 with 120 attack and 130 HP behind it — the best combined fighter-and-generator, and the fastest Electric mount at 1,260 sprint. |
Grizzbolt | Lv. 5 | Handiwork 4, Lumbering 3, Transporting 5 | Lv. 5 alongside Handiwork 4, Lumbering 3 and Transporting 5 — the widest job spread of any high-rank generator. |
Fenglope Lux | Lv. 5 | Lumbering 4 | Lv. 5 with Lumbering 4, and it is only rarity 3, so it is by far the cheapest Lv. 5 generator to catch. |
Helzephyr Lux | Lv. 4 | Transporting 5 | Lv. 4 with Transporting 5 and a flying mount attached. |
Beakon | Lv. 4 | Gathering 2, Transporting 5 | Lv. 4 with Transporting 5, and 504 spawn pins make it the easiest high-rank generator to find in the wild. |
Rayhound | Lv. 4 | None | Lv. 4 and nothing else, which is exactly what you want in a dedicated generator slot — it never wanders off to another job. |
Mossanda Lux | Lv. 4 | Handiwork 3, Lumbering 4, Transporting 4 | Lv. 4 plus Handiwork 3, Lumbering 4 and Transporting 4 — a full-time worker that happens to power the base. |
Snock | Lv. 4 | None | Lv. 4 on a rarity-2 Pal you can catch in the 60s bracket and slot straight in. |
Orserk at Lv. 8 is a rank clear of everything else and is the one to chase, but it cannot be bred from any other pair — the only combination that produces one is Orserk with Orserk, so the first one has to be caught. Solmora Lux is the sleeper pick: Watering 4 on the same Pal means it can put out the Ancient Power Generator's overheat without you stationing a second worker. And if you just need volume, Beakon has 504 spawn pins and Lv. 4, which is enough for every generator except the last one.
Every Power Generator and the Rank It Demands
There are four ways to make electricity and only the last one is picky. The two you will use all game ask for Generating Electricity Lv. 1, so any of the twenty-five qualifies and the rank only changes the refill speed. The Ancient Power Generator is the exception — it demands Lv. 6, which exactly three Pals in the Paldeck clear, and it overheats while running, so a Watering Pal has to be on standby.
| Generator | Tech Lv. | Materials | Rank Needed | Worker Slots |
|---|---|---|---|---|
| 26 | 5 Wooden Board, 5 Electric Organ | Any Pal — no Electric needed | 1 | |
| 26 | 50 Ingot, 20 Electric Organ | Electricity Lv. 1 — all 25 | 1 | |
| 50 | 200 Pal Metal Ingot, 200 Electric Organ | Electricity Lv. 1 — all 25 | 2 | |
| 75 | 100 Paloxite Ingot, 200 Electric Organ, 10 Ancient Civilization Core | Electricity Lv. 6 — Orserk, Solmora Lux, Dynamoff | 2 |
The Human-Powered Generator is the odd one out — it takes any Pal at all, but the workers lose SAN while they pedal, so treat it as an early stopgap rather than a plan. One more building is worth the trip: the
Electric Pylon at tech level 48 costs 20 Ingot, 2 Bio Battery and 5 Circuit Board and raises generating speed across the base, but placing a second one does nothing. If a Pal is one rank short of what you need, the Applied Generating Electricity Handbook I permanently adds +1 and costs 300 Dog Coins at the Medal Shop — the cheapest way to push a Lv. 5 Pal onto the Ancient generator.
Best Electric Pals for Combat
Be honest about what you are getting here: no Electric Pal reaches S tier on our Palworld combat tier list — five of them land in A and the rest sit lower. The element's ceiling is a real limitation: Electric's strongest attack skills top out at 600 power, the lowest ceiling of any element — every other element reaches at least 700, and Neutral gets to 1,200. What Electric gives you instead is a fighter that is also a generator, which no other element can offer.
| Pal | Attack | HP | Defence | Best Electric Skill | Why Bring It |
|---|---|---|---|---|---|
Orserk | 130 | 120 | 115 | Polykeraunos | 130 ranged attack is the highest of any Electric Pal, and its real nuke is not even Electric — Meteorain hits for 700 Dragon power, which covers the Dark targets Electric cannot touch. |
Azurmane | 120 | 130 | 110 | Thunder Rail | 130 HP and 120 attack, the toughest Electric Pal in the game, and it doubles as your mount so it is already in the party. |
Helzephyr Lux | 125 | 105 | 100 | Thunderstorm | 125 ranged attack on a flying mount, and its Dark half means Ground attacks are the only thing that punishes it. |
Relaxaurus Lux | 120 | 120 | 110 | Thunder Rail | 120 attack, 120 HP and 110 defence — the sturdiest of the Electric ranged attackers, with Dragon coverage on the side. |
Grizzbolt | 120 | 120 | 105 | Lethal Laser | 120 melee attack, 180 stamina, and the minigun saddle turns it into a mobile turret while you ride. |
Prixter Lux | 115 | 90 | 90 | Thunder Uppercut | 115 attack and the only Pal that learns the 600-power melee Thunder Uppercut alongside Lethal Laser. |
Azurmane is the pick if you are only taking one — 130 HP is the highest in the element, it generates at Lv. 5, and it is the fastest Electric mount, so it fills three slots at once. Orserk hits harder but cannot be ridden, and its most damaging move is Dragon rather than Electric, which quietly makes it a better answer to Dark targets than to Water ones.
The Strongest Electric Attack Skills
Thirty-three attack skills carry the Electric element and six of them tie at the 600-power ceiling on a 30-second cooldown. Since they all share that cooldown, the tiebreakers are class and range: Thunderstorm and Lethal Laser reach 5,000 units, Thunder Rail is a 3,000-unit line, and Thunder Uppercut and Bolt Blink are melee, so they only pay off on a Pal that closes distance. The damage-per-second column below compares within Electric only — a 600-power Electric nuke is not the same yardstick as a rifle's damage number.
| Skill | Power | Cooldown | Class | DPS |
|---|---|---|---|---|
| Thunderstorm | 600 | 30s | Shot | 20.0 |
| Thunder Rail | 600 | 30s | Shot | 20.0 |
| Thunder Uppercut | 600 | 30s | Melee | 20.0 |
| Lethal Laser | 600 | 30s | Shot | 20.0 |
| Bolt Blink | 600 | 30s | Melee | 20.0 |
| Polykeraunos | 600 | 30s | Shot | 20.0 |
| Heavy Thunder Tank | 550 | 24s | Shot | 22.9 |
| All Range Thunder | 500 | 24s | Shot | 20.8 |
| Flash Charge | 500 | 24s | Melee | 20.8 |
| Shell Charge | 500 | 24s | Melee | 20.8 |
Heavy Thunder Tank at 550 power on a 24-second cooldown is the quiet best-value pick among Electric's heavy hitters — it out-damages every 600-power skill per second because the cooldown is six seconds shorter. Skill fruits for most of these are farmable, and the costs and spawn spots are broken down in the Electric skill fruit list.
Best Electric Mounts
Twelve of the twenty-five take a saddle, which is close to half the element and better representation than the roster size suggests. Three of them fly. The saddle tech level is the number that decides when you actually get to use one — Univolt unlocks at Lv. 14 and will carry you through the entire early game, while Solmora Lux and Dynamoff both wait until Lv. 66.
| Pal | Mount Type | Sprint | Stamina | Saddle | Rank |
|---|---|---|---|---|---|
Solmora Lux | Water | 1,300 | 220 | Lv. 66 | #25 of 115 |
Azurmane | Ground | 1,260 | 220 | Lv. 58 | #26 of 115 |
Beakon | Flying | 1,200 | 160 | Lv. 29 | #30 of 115 |
Rayhound | Ground | 1,150 | 100 | Lv. 30 | #41 of 115 |
Helzephyr Lux | Flying | 1,100 | 170 | Lv. 47 | #47 of 115 |
Univolt | Ground | 1,100 | 100 | Lv. 14 | #53 of 115 |
Fenglope Lux | Ground | 1,050 | 140 | Lv. 57 | #62 of 115 |
Dinossom Lux | Ground | 1,030 | 130 | Lv. 34 | #71 of 115 |
Dynamoff | Flying | 1,000 | 140 | Lv. 66 | #80 of 115 |
Grizzbolt | Ground | 1,000 | 180 | Lv. 40 | #82 of 115 |
Mossanda Lux | Ground | 1,000 | 130 | Lv. 34 | #85 of 115 |
Relaxaurus Lux | Ground | 1,000 | 200 | Lv. 48 | #88 of 115 |
Ranks are out of all 115 rideable Pals, so the honest read is that Electric owns the upper-middle of the field and none of the top twenty. Solmora Lux is the fastest number on the list at 1,300, but that is a swimming speed and it only manages 900 on land — for ground travel Azurmane at 1,260 with 220 stamina is the real answer. For air, Beakon at 1,200 unlocks its saddle 37 levels earlier than any other Electric flyer. Full comparisons are on the Palworld mount speed rankings.
Where to Find Electric Pals
Electric Pals are not spread evenly. The desert around Duneshelter is the single densest cluster — Dinossom Lux and Beakon both peak there and between them account for over a thousand spawn pins — while the rarest members of the element sit in tight single-area pockets you have to travel to on purpose. The share column is how much of that Pal's total spawn presence sits in its top area, so a high number means one trip finds it and a low number means it is scattered.
| Pal | Main Area | Share | Pins | Map |
|---|---|---|---|---|
Pengullet Lux | Thirst's End | 9.6% | 653 | Open map |
Dinossom Lux | Duneshelter | 22.2% | 573 | Open map |
Beakon | Duneshelter | 20.4% | 504 | Open map |
Celaray Lux | Oasis Isle | 9.8% | 328 | Open map |
Fenglope Lux | Emberstone Plateau | 22.9% | 258 | Open map |
Penking Lux | Secluded Cemetery | 21.4% | 252 | Open map |
Solmora Lux | Waterlily Gorge | 64.8% | 251 | Open map |
Rayhound | Loess Plains | 27.2% | 235 | Open map |
Dazzi | Anubis Dunes | 52.9% | 140 | Open map |
Dazzi Noct | Stone Pillar Cave Entrance | 42.2% | 135 | Open map |
Puffolt | Azure Covenant Tower Entrance | 23.0% | 113 | Open map |
Azurmane | Feybreak Tower Entrance | 42.9% | 112 | Open map |
Helzephyr Lux | Sakurajima - Northern Rock Field | 62.5% | 80 | Open map |
The three that are worth a dedicated trip are the ones missing from that list because they barely spawn anywhere. Dynamoff puts 96% of its spawns in Waterlily Gorge across just 26 pins, Prixter Lux is 100% confined to Sandstone Gate Islet on 35 pins, and Relaxaurus Lux is the rarest Electric Pal on the map at 17 pins total. Pengullet Lux is the opposite problem — 653 pins, the most of any Electric Pal, but night only, so daytime sweeps will never turn one up.
All 12 Electric Alpha Bosses
Twelve of the ninety alphas on the map are Electric, and they are the fastest route to a high-rank generator because an alpha is a guaranteed fixed spawn rather than a roll. They are also tanky in a specific way — an alpha takes only 24% of incoming damage, so the fight is long even when your team has the right element. Bring Ground attackers and expect a grind; the level column tells you how far in you need to be.
| Alpha | Level | Electricity | Location |
|---|---|---|---|
Prixter Lux | Lv. 70 | Lv. 3 | Alpha location |
Dynamoff | Lv. 67 | Lv. 6 | Alpha location |
Azurmane | Lv. 66 | Lv. 5 | Alpha location |
Slowatt | Lv. 66 | Lv. 3 | Alpha location |
Snock | Lv. 65 | Lv. 4 | Alpha location |
Dazzi Noct | Lv. 60 | Lv. 1 | Alpha location |
Fenglope Lux | Lv. 60 | Lv. 5 | Alpha location |
Dinossom Lux | Lv. 47 | Lv. 3 | Alpha location |
Beakon | Lv. 37 | Lv. 4 | Alpha location |
Univolt | Lv. 31 | Lv. 3 | Alpha location |
Mossanda Lux | Lv. 31 | Lv. 4 | Alpha location |
Grizzbolt | Lv. 30 | Lv. 5 | Alpha location |
Grizzbolt at level 30 is the earliest alpha here and also the best value — Lv. 5 electricity plus four other jobs, available before you have even unlocked the Large Power Generator. At the other end, Prixter Lux at level 70 and Dynamoff at 67 are endgame fights. Every alpha's drop table is on the Palworld alpha Pal locations page.
Electric Eggs and Breeding
Eggs are colour-coded by element, so an Electric Egg will only ever hatch an Electric Pal — but the wild pool is thin. 15 Electric Pals appear in wild nest pools, out of the 25 in the element, which means the ten that do not have to be caught or bred. Size is the rarity signal: standard shells hold the common end of the pool, and a Huge Electric Egg holds the rarest thing the pool can produce.
| Egg | What It Hatches | Rarity Signal |
|---|---|---|
| An Electric Pal | Standard shell — the common end of the pool | |
Large Electric Egg | An Electric Pal | Mid-rarity, including most Lux variants |
Huge Electric Egg | An Electric Pal | The rarest Electric Pals a nest can give |
Breeding is the reliable route for the rest, with two hard exceptions: Orserk and Grizzbolt are self-only, meaning the only pair that produces either is two of the same Pal, so the first one is always a catch. Azurmane is the friendly surprise — it has a long list of parent pairs, including Anubis with Selyne, so a Lv. 5 generator is reachable through the Palworld breeding calculator without ever finding its alpha. If you are hatching in bulk, Dynamoff is the Pal to have out — its Electro-Massage Incubation partner skill cuts incubation time by 20% at rank 1 and 40% at rank 5.
How to Farm Electric Organ
Electric Organ is the material every generator is built from — 20 for the basic one, 200 each for the Large and Ancient versions — and 23 of the 25 Electric Pals drop it at a flat 100% rate. Only Celaray Lux and Dinossom Lux don't. Since the rate never varies, the only things that matter are how many the Pal drops per kill and how many of them are standing in one place.
| Pal | Organs per Kill | Rate | Spawn Pins | Route |
|---|---|---|---|---|
Prixter Lux | 4–5 | 100% | 35 | Farm route |
Grizzbolt | 2–4 | 100% | 40 | Farm route |
Penking Lux | 1–3 | 100% | 252 | Farm route |
Helzephyr Lux | 1–3 | 100% | 80 | Farm route |
Relaxaurus Lux | 2–3 | 100% | 17 | Farm route |
Azurmane | 2–3 | 100% | 112 | Farm route |
Pengullet Lux | 1–2 | 100% | 653 | Farm route |
Sparkit | 1–2 | 100% | 45 | Farm route |
Fenglope Lux | 1–2 | 100% | 258 | Farm route |
Beakon | 1–2 | 100% | 504 | Farm route |
Prixter Lux pays the most per kill at 4–5, but its 35 pins are all on one islet, so the throughput is capped by respawns rather than by drops. For a 200-organ build order the better route is Beakon or Dinossom Lux country in the desert — 1–2 organs each, but 504 and 573 pins respectively means you never stop shooting. The full organ farm comparison is in the Pal organ farming guide.
Electric Tower Bosses
Two of the game's ten tower bosses are Electric, which is the highest share any single element gets. Both are fought with wildly inflated stats, and the rematch versions are a different category of fight entirely — the multipliers below apply on top of the Pal's normal numbers. Ground attackers are the answer to both, and the mistake to avoid is bringing your own Electric team out of habit, because Electric on Electric hits for reduced damage.
| Tower Boss | Elements | First Fight | Hard Rematch |
|---|---|---|---|
Grizzbolt | Electric | ×12 HP, normal damage | ×100 HP, ×13 damage, takes 10% damage |
Orserk | Dragon / Electric | ×25 HP, normal damage | ×110 HP, ×10 damage, takes 15% damage |
Grizzbolt is the gentler of the two at ×12 HP and is usually the second tower players clear. Orserk more than doubles that at ×25 and its Dragon half means Ground alone will not carry the fight — Ice covers the Dragon side. Both rematches are unlocked the same way, covered in the hard mode tower guide, and the multipliers for all ten are on the Palworld tower boss list.
Related Guides
Databases and tools:
- Best Generating Electricity Pals — all 25 ranked with spawns
- Palworld Type Chart and Counter Finder
- Palworld Interactive Map — every Electric spawn, filterable
- Palworld Combat Tier List
- Palworld Mount Speed Rankings
Electric deep dives:




















