Electricity

Electricity is a hazard in the Pikmin series, being both extremely dangerous and extremely harmless. 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 and Bulbmin are completely immune to electricity, however. The Anti-Electrifier is an upgrade that grants leaders full immunity to all forms of electrical attacks, fully ignoring any current, just like 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 electrical 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 increase their maturities to the flower stage right away.

Pikmin 2
In , 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, 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 3
In , electricity returns, but is no longer fatal. Any Pikmin, except Yellow Pikmin, that touches an electrical current will get zapped, but will merely fly backward and will lie on the ground. 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.

Leaders will suffer the exact same effect if they get electrocuted, and will also return to normal once they get up. Leaders can get up faster if the main control stick is twirled enough. Regardless, any leader will get up by themselves after some seconds. Leaders will not be affected by electricity at all if the Anti-Electrifier has been collected.

In Pikmin: Attack of the Breadbugs
In Pikmin: Attack of the Breadbugs, electricity is used mainly in the Spark Territory of the Land of Wonders. It does not instantly kill any Pikmin except Yellow Pikmin but does paralyze them until they are whistled at, providing them with the chance of being killed.

In Pikmin: Forces of Evil
Electricity is another hazard in Pikmin: Forces of Evil. It works like usual, preventing any all but Yellow Pikmin from approaching, and damaging Olimar's suit heavily.

In Pikmin: Wide World
Electricity appears as a harmful, and mostly non-lethal, hazard in Pikmin: Wide World. It is the first hazard seen in the game, appearing in Balmy Highlands, where the electricity-resistant and electricity-conducting Yellow Pikmin are discovered. Any Pikmin, except Yellow Pikmin, that touch electricity will be thrown back and become paralyzed on the ground, with electricity surging through their body. Pikmin will remain in this state until they are whistled, and will occasionally convulse and emit quiet shrieks. However, Yellow Pikmin can absorb the electrical current flowing through another Pikmin's body to rid them of it and return them to normal. Yellow Pikmin that absorb an electrical current, either from a Pikmin, an obstacle, or an enemy, will become electrically-charged and can inflict a fair amount of damage to most enemies they physically touch, but only once, and they can only be safely thrown by a leader who is equipped with the Anti-Electrifier. The Anti-Electrifier is an upgrade that grants the leader wearing it an electrical resistance that increases every time it is enhanced. Leaders not equipped with the Anti-Electrifier that touch electricity will be thrown back and lie on the ground, much like a Pikmin, but can get up on their own. They can get up even faster if the control stick is spun enough. An electrical current that finds its way into a body of water will electrify it for as long as they remain in contact, severely injuring or killing most enemies in it. However, any Pikmin and leaders in that water, besides Yellow Pikmin and the leader that has the Anti-Electrifier, will become paralyzed. Blue Pikmin in electrified water will only be paralyzed until they are whistled, but other Pikmin that are already drowning will surely die. The only lethal source of electricity in Pikmin: Wide World is the electric wire gate, which instantly kills all Pikmin but Yellow Pikmin on contact. Electricity is extremely effective against water-based enemies such as a Goolix, inflicting tremendous damage to it. Unlike in Pikmin 3, Yellow Pikmin that complete an electrode's circuit will not become flowered and will instead retain their maturities.

Anode Beetles scuttle around a small area, occasionally electrifying themselves and, if two or more are near each other, opening their wings to produce an arc of electricity between them from their backside. Widemouthed Anode Beetles behave in much the same way, but also electrify themselves when in pursuit of Pikmin or leaders. Anode Dweevils can emit an electrical discharge, but only do so in self-defense. Bearded Amprats rapidly stroke their facial hairs to generate static electricity before plowing into nearby Pikmin or leaders. Electric Bulbeels and their dwarf counterpart electrify the water they are in before consuming their paralyzed prey. Electric Spectralids are perpetually electrified and swoop down onto unsuspecting Pikmin and leaders to electrocute them. Electric Starnacles can briefly electrify themselves and the water they are in to render their prey vulnerable. Electripedes temporarily electrify themselves idly or when attacked. Flashlight Beetles fly in swarms and are harmless, but electrify themselves near sundown to provide a modest amount of illumination. Foraging Cottonades are harmless on their own but can generate electricity by rubbing against one another or other members of the cottonade family. Galvanic Jellyfloats electrify their entire body when attacked, and can unleash a powerful surge of electricity around them. Overcharge Blowhogs expel several arcs of electricity from the trunks when they exhale. Shock Dumples can unleash a surge of electricity to stun their prey, on land or in water. Anodestools are constantly electrified but briefly stop emitting electricity upon being damaged or when it is on the ground. The Electric Cottonade uses Foraging Cottonades to generate electricity, which it directs at its attackers. The Grimacing Cremblub is capable of rapidly discharging electrical currents that cover its entire body. The Plasm Wraith can spit out an electric-based Elemental Plasm that rises into the air and generates a spherical electric field. The Titan Cottonade itself does not utilize electricity, but Foraging Cottonades rub against it to generate static electricity. Lastly, the Titan Dweevil can turn yellow and emit an electrical discharge as one of its four hazard-based attacks.

Although not directly affected by electricity, Bloominous Stemples and various candypop buds will bloom when exposed to light, which, in dark areas, can be created by completing an electrode's circuit to power a lightbulb. A leader's beacon can produce light, but even with the fully-enhanced Radiant Illuminator, a Bloominous Stemple will not bloom. Shockcaps are small mushrooms that are constantly electrified unless they are hit, causing them to temporarily stop emitting electricity. Like a Spotcap or a Browncap, a Shockcap can be destroyed.

Pikmin: Spark
In Pikmin: Spark, Electricity becomes an uncommon hazard. In this game when a Pikmin touches Electricity they will be stunned for a few seconds before they explode and die. The hazard comes in three different colors. Yellow electricity is the most common type and does what is previously mentioned, green electricity is more rare and instantly kills Pikmin like in Pikmin: 2, and white electricity is the rarest and simply stuns Pikmin, however since white electricity is only made by enemies this causes them to have a advantage. Only Yellow Pikmin are immune to electricity and captains can become immune by getting the "E-Insulator" upgrade. New Electric hazards include:

Electric Water: Water coated in electricity, all Pikmin types are instantly killed by this, including Yellow Pikmin.

Electric Pillars: Pylons that shoot electricity into the sky similar to fire geysers.

Electric Floors: Floors covered in electricity, usually is powered by a generator that needs to be destroyed.

Electric Motors: Electric devices that power a machine, needs Yellow Pikmin to short it out.