There’s two “sensible” ways to do an electrical weapon - either a two-contact weapon (which already exists with the taser, not sure if we have cattle prods yet) or a weapon that generates so much electricity that it grounds through the target and causes damage in the process.
If you’re going to make an electric weapon, you might first consider making something like an electric trident. Central prong for straight up damage, and side prongs carrying electrical charge. Although honestly the best part of an electric weapon is that you don’t have to get a solid hit - it’s just about making contact. If you look at the new weapon guidelines, this gives electric weapons (the base form) an improved chance to hit. From a gameplay perspective it’s a bit rough to try and combine a powerful regular melee weapon and an electric weapon, since their benefits are different. Swinging a weapon, you want to swing in succession and have multiple impacts - this is represented by high base damage values and low use speeds. For electrical damage, you want to touch and hold because the thing that matters is time in contact - this is (or should be, if things were balanced right now, which they aren’t really) represented by a bonus chance to hit but a very slow ‘attack speed’ comparatively.
An electric sword might work but would absolutely require a UPS, and every strike should drain a massive amount of power if the weapon is activated. What would be cool, however, was if there was a chance to deal the electric damage even if you failed to do any regular damage - so you “miss” with the swing, but still make enough contact to zap the thing and send it into convulsions, disabling the enemy.
In fact, since ‘activated’ items are actually completely different items from inactive ones, what you might consider doing is (when activated) basically assuming the player is now trying to ‘touch’ the enemy instead of swinging at them - so you get a bonus to-hit but increase the time cost of a swing.
If electricity slowed and disabled the enemy, it might be an efficient weapon because you can start with a ‘shock’ attack, quickly toggle it to conserve power by straight up hacking away at the disabled enemy.