Lamps, fridges, arcade machines, fountains and many habitat items in Pokémon Pokopia only work when they are connected to electricity. The system is introduced in Bleak Beach, where Peakychu shows you a windmill out at sea and asks you to bring power back to the town. Once you understand three numbers (how much each generator produces, how far power travels and how many things a pole can feed) wiring a whole town becomes easy.

The four generators
| Generator | Power | How to get it | Notes |
|---|---|---|---|
| Mini generator | 5 units | Crafted item | Place it anywhere, even inside a small den or hut |
| Windmill kit | 10 units (20 at high altitude) | 5 Lumber + 5 Twine, 2 Build Pokémon, 1 hour | Build it high up to double its output |
| Waterwheel kit | 20 units | 15 Lumber + 5 Stone, 2 Build Pokémon, 1 hour | Has to be built in water |
| Furnace kit | 30 units | 15 Iron ore + 5 Sea glass fragments, 2 Build Pokémon, 1 hour | The only one that needs refilling with things to burn |
Almost every electric item consumes 1 unit. A few decorations, such as string lights, are lit by electricity but consume nothing.
Getting power to your items
A generator only powers what is connected to it through a transmitter. There are two kinds:
- Utility pole: available from Bleak Beach onwards. It is three blocks tall, so it is easy to see but hard to hide.
- Wireless power transmitter: a single 1×1×1 block that you unlock after befriending Porygon in Sparkling Skylands and completing its request. It sends power through walls and objects, so you can hide it under the floor or behind furniture. Porygon also teaches you the switch version, which turns everything connected to it on or off.
| Rule | Value |
|---|---|
| Range from transmitter to an item | 10 blocks |
| Range between two transmitters | 15 blocks |
| Maximum height difference per jump | 5 blocks up or down |
| Connections per pole or transmitter | 20 |
| Transmitters that work per area | 256 |
| Powered items per area | 1,024 |
Distances are counted along the grid, not in a straight line: going diagonally costs the horizontal blocks plus the vertical ones. A pole can only be connected directly to one generator, but power from several generators adds up when their lines meet.
Avoid short circuits
If the items on a circuit need more units than the connected generators produce, the circuit shorts out and everything on it switches off. Nothing breaks: add another generator (or remove a few items) and the power comes back. The charging station you build during the Bleak Beach story is handy for checking: it displays up to 40 units, and each light on it represents 8 units.
Houses, huts and dens
- Cottages and houses: connect the building once and every electric item inside it is powered.
- Huts and dens: they are not connected to the grid. Put a mini generator inside and it powers everything in that room.
Generator limit
Each town has a cap on generators. Since update 2.0.0 you can place up to 128 mini generators, windmills and waterwheels per town (furnaces were left out of that increase). In practice you will hit the 1,024 powered items limit long before that.
Tip: for a tidy town, run one waterwheel or high-altitude windmill into a line of wireless transmitters hidden under paths. Two windmills on a cliff power 40 items, which is enough for a whole street of houses.


