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Old Apr 20th, 2013, 11:01:37 AM   #1
Swamp-Rocket
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Default Electivire (WIP)

My computer randomly shut down when I was about half done with this >_> now I'm doing this on an iPod atm

I still have to do EVs (if they need a change) C&C, and teammates, but expect those when my computer stops being a dick (hopefully soon)

EDIT: 500th post yay

[Overview]
  • It's best trait is its amazing coverage
  • Generally high offensive stats and a speed that outpaces a majority of the metagame.
  • Motor Drive is cool, as it can sweep late game with a boost to its speed.
  • Struggles with bulky mons it cannot hit super effectively especially considering it cannot really boost its offenses.
  • Frail and wears down fast
  • Can't cover everything at once, making some things handily wall it.
  • Overall a very unique Electric-type
[SET]
name: Mixed Attacker
move 1: Wild Charge
move 2: Flamethrower
move 3: Earthquake
move 4: Ice Punch
item: Life Orb / Expert Belt
ability: Motor Drive
nature: Naive
EVs: 96 Atk / 188 SAtk / 224 Spe

[SET COMMENTS]
  • This set boasts tons of coverage, which is the main reason to use it.
  • Wild Charge is used as the main STAB because it comes off of Electivire's higher Attack stat.
  • Flamethrower hits Steelix and Tangrowth hard - nice to use against most Physical walls
  • Earthquake is mainly for Electric and some Fire types
  • Ice Punch gets a strong hit on Druddigon and Ground-types.

[Additional Comments]
  • EVs OHKO Tangrowth with Flamethrower after Rocks, outspeeds base 90s, and throws the rest into Attack.
  • Thunderbolt could be used, as it is still strong, but Wild Charge has a much easier time with Mandibuzz and Slowking due to their general EVs and stats.
  • Thunderpunch is somewhat similar - weaker, no recoil, but not worth it.
  • While it may seem odd that a Life Orb is used over an Expert Belt, it is because Wild Charge needs to hit neutral targets as hard as possible so then it can actually hurt.
  • Teammates coming soon

[Other Options]
  • Physical Attacker
  • Vital Spirit
  • Hidden Power Grass for some of its checks
  • Cross Chop for Clefable
  • Meditate
  • SubPunch
  • Volt Switch
  • Choice sets
[Checks and Counters]
  • Coming when my computer starts working
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Last edited by Swamp-Rocket; Apr 27th, 2013 at 6:57:56 PM. Reason: ability is acting wierd
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Old Apr 20th, 2013, 6:00:58 PM   #2
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Mention HP dark in the AC because it gets past rotom, one of its best counters. Also mention that hazard support is required for electivire to reach its full potential.
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Old Apr 20th, 2013, 6:13:36 PM   #3
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Quote:
Originally Posted by Fat Magcargo 2 View Post
Mention HP dark in the AC because it gets past rotom, one of its best counters. Also mention that hazard support is required for electivire to reach its full potential.
Electivire already outspeeds Rotom and 2HKOs offensive variants with Ice Punch (freaking Ice Punch) after Stealth Rock with a Life Orb (even without full attack evs). Because HP Dark can't OHKO a 0/0 Rotom after Stealth Rock iirc, it isn't worth putting in OO.

Entry hazards were already on my mind and the appropriate teammates will be added soon - my computer may be working finally.
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Old Apr 21st, 2013, 10:40:00 AM   #4
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hmm for evs i like 188 sp atk / 96 atk / 224 spe.

188 satk gets the ohko on tangrowth after sr with flamethrower which imo is a good benchmark to hit.

some wild charge calcs:

96 Atk Life Orb Electivire Wild Charge vs 248 HP/168 Def Cryogonal: 81.34% - 95.63%
96 Atk Life Orb Electivire Wild Charge vs 248 HP/144 Def Slowking: 84.73% - 100%
96 Atk Life Orb Electivire Wild Charge vs 248 HP/0 Def Clefable: 54.2% - 63.61%
2 hits to KO

alternatively if you'd like more attack, you can run: 248 atk / 36 sp atk / 224 spe which allows you to ohko tangrowth after sr + spikes with one layer of spikes.

just some food for thought
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