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Electricity is a hazard in the Pikmin series, whose danger varies greatly depending on the game and situation. It presents itself in the form of high current, which neither the Pikmin nor leaders can normally handle, making touching an electrified object or current a dangerous action, with effects ranging from temporary paralysis to instant death. Yellow Pikmin, Bulbmin, and Glow Pikmin are completely immune to electricity.

Pikmin 2Edit

 
A Pikmin being electrocuted in Pikmin 2.

In Pikmin 2, if a Pikmin other than a Yellow or a Bulbmin touches an electrical current, that is enough to instantly kill it. It will be zapped, showing an x-ray scan-like representation of their body (pictured right), and will die right after, all in the span of less than a second. There is absolutely no chance of survival for Pikmin that fall prey to this fate, making it very important to use the correct Pikmin types to handle electricity, in order to avoid fatal disasters.

Leaders that touch electricity will get damaged, and will be knocked to the ground. The damage caused isn't too great, but it should not be neglected. Leaders completely ignore electricity or electrical attacks if the Anti-Electrifier has been collected.

Pikmin 3Edit

 
A group of electrocuted Pikmin.

In Pikmin 3, electricity is not fatal. Any non-Yellow Pikmin that touches an electrical current will get zapped, but will merely be sent back and will lie on the floor. In this state, the Pikmin will gain a blue aura, and emit some quiet shrieks; every so often, it will also have a convulsion. The Pikmin will not die from the electrical shock, but if not whistled back, it will not get up on its own. As soon as it is whistled, it returns to normal. While under this state, Pikmin will not be affected by explosions.

Leaders will suffer the exact same effect if they get electrocuted, and will also return to normal once they get up. In Pikmin 3, the player's leader can get up faster if the main control stick is twirled enough; a prompt above the leader's head will notify the player of the action they need to perform. Regardless, any leader will get up by themselves eventually; in Pikmin 3 this is after some seconds, but in Pikmin 3 Deluxe it is right afterwards.

Pikmin 4Edit

In Pikmin 4, electricity behaves much like other hazards such as fire: affected Pikmin are first disabled, and if they are not whistled within 5 seconds, they die. Zapped Pikmin will be knocked to the floor and start convulsing as electricity courses their body.

Depending on the source of the shock, leaders may or may not take damage. Leaders will not be affected by electricity at all if the Anti-Electrifier has been collected.

SourcesEdit

The following sources can create or conduct electrical current:

  •   Electric gate – gates that conduct electricity, and cannot be touched by non-Yellow Pikmin.
  •   Electrical wire – pieces of wire sticking from the ground, that generate occasional arcs of electric discharge.
  •   Electrode – pieces of electrical wire that conduct energy between themselves, when Yellow Pikmin close the current.
  •   Electricity generator – wires sticking out of the ground that occasionally emit electric sparks around them.
  •   Ancient Sirehound – shoots out electrical furballs, performs an electrical dash attack, and produces a set of electric fields around itself.
  •   Anode Beetle – beetles that will create an electrical current, if two of them are together.
  •   Anode Dweevilenemies that create some electric currents when attacked.
  •   Bearded Amprat – enemies that can stroke their fur to generate static electricity.
  •   Plasm Wraith – the final boss in Pikmin 3 can spit out an Elemental Plasm that creates a giant electric force field.
  •   Shockcakeshellcakes with electric nodes on their undersides that emit a burst of static electricity when that side lands on the ground.
  •   Titan Dweevil – the final boss in Pikmin 2 has a weapon that generates lines of electricity.
  •   Lightning Shock – an item in Pikmin 4 that sends lightning bolts to stun all enemies in a short range.
  •   Lightning – the "Lightning" item in Bingo Battle sends lightning bolts from above.

Anti-ElectrifierEdit

Main article: Anti-Electrifier.

The Anti-Electrifier is a spacesuit upgrade in Pikmin 2 and Pikmin 3. Once salvaged, leaders will gain immunity to all forms of electrical attacks, fully ignoring any current, just like Yellow Pikmin. The exception is the Titan Dweevil's electrical attack with the Shock Therapist: this attack will always stun the leaders, but will only cause negligible damage with the Anti-Electrifier.

Yellow PikminEdit

Main article: Yellow Pikmin.

Yellow Pikmin handle electricity in a special manner, in that they are not negatively impacted by an electrical current. In Pikmin 2, they simply ignore it, allowing them to handle electrical obstacles that other Pikmin cannot. In Pikmin 3, not only can they ignore electrical currents, but they can also interact with them to achieve certain goals. This is the case with the electrode: a pair of wire ends that can carry current from one end to another. When an electrode is first found, the electricity circuit is not closed, but Yellow Pikmin can be thrown between the two wire ends, where they will hold hands and, once the gap is closed, allow the current to flow through their bodies, and from one end to the other. This will also mature them to flower status right away.

In the Super Smash Bros. seriesEdit

 

This article or section is a short summary on electrical attacks.
SmashWiki features more in-depth content.

In the Super Smash Bros. series, attacks with electrical properties are common. Although said attacks do not cause any extra damage to non-Yellow Pikmin, they will be completely harmless to Yellows, making them ideal for fights against characters with a lot of electrical attacks, such as Pikachu.

GalleryEdit

TriviaEdit

  • In Bingo Battle, electrocuted Pikmin will get up if enemy Pikmin attack them.

Names in other languagesEdit

Language Name Meaning
  Spanish (NoA) Electricidad Electricity

See alsoEdit