Electroids are enemies in Ratchet & Clank. Originally from Quartu, they are blargian robots used by Drek Industries, encountered by Ratchet on Veldin during the mission "Investigate crash site". They landed on the planet after chasing Clank and shooting down his ship, causing it to crash. A more powerful alternative to electroids are the plasmabots, which appeared later in the game.
The electroids were initially manufactured by the blarg, serving as guards for the robot factory on Quartu. After the newly-built Clank escaped the factory with a blarg ship, to warn the galaxy about Chairman Drek's schemes, several electroids were dispatched to hunt Clank down, pursuing him in their own blarg ships. One of the electroids managed to lock a shot on Clank's ship, blasting and sending it spiraling towards Veldin.
Following this, the electroids landed on Veldin, where Ratchet encountered many during "Investigate crash site". After finding Clank, Ratchet took him back to the garage before more electroids arrived. The electroids were later succeeded by the PlasmaBots, which Ratchet later encountered on Oltanis and Quartu.
Electroids are medium-sized, turquoise-colored, armored robots. They have a large upper torso area, and a small abdominal area that connects to a sphere of light, which allows them to hover off the ground, increasing mobility. They have a single protrusile, telescopic sensor situated in the center of their torso, presumably used to visualize and scope out their surroundings. Their right arm consists of a cannon, which fires electricity in a short arc in front of them to ward off enemies, while the left arm has a simple, articulate robot hand.
Electroids only pose a threat at a close distance, as their cannon's arc has a relatively short range and they will not direct their aim after firing. Because of their swift mobility, and the threat posed at close distance, it is suggested to take them out using the Bomb Glove. However, their cannon does not fire indefinitely, but for a couple seconds before they cease fire and momentarily deactivate, giving the player a chance to destroy them with two hits from the OmniWrench instead, or a single hyper-strike, before they fire again. If they do manage a successful hit, they will cheer for a short brief moment, which fortunately leaves them vulnerable to a series of quick melee strikes before they attack again.