Eelektross (QC 3/3)

jake

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Eelektrosshttp://www.smogon.com/bw/pokemon/eelektross is a class A nigga

qc'd: Steamroll, DTC, NatGeo
gp'd:

[Overview]

<p>Despite having a grand total of zero weaknesses, Eelektross never quite managed to find its niche in the upper tiers like its brethren, Spiritomb and Sableye. Glancing over its stats, it's hard to imagine why that is—Eelektross has excellent 115 / 105 offensive stats and superb coverage, allowing it to easily act as a physical, special, or even a mixed attacker. Although it's not exceptionally bulky, Eelektross also offers 85 / 80 / 80 defenses, which is better than most offensive Pokemon in NU and plenty enough to tank a few hits.

  • one of 3 fully evolved pokemon with no weaknesses, and the only one in nu
  • 115 / 105 is surprisingly good, though not a ton of high-powered coverage and stab moves make it less impressive than other, similar attackers
  • coil is its only real boosting move, which isn't too bad; could have gotten a cool spA boosting move tho
  • can go either direction with those offenses which is awesome
  • is a gr8 specs user, fits well on voltturn/choice teams
  • 85 / 80 / 80 defenses are actually good for nu, even uninvested it's fairly bulky
  • slow as shit, which is its biggest breaking point in all honesty; it'd be good if it were just -that- much faster
  • levitate is cool, but no really useful resistances outside of the ground-type one :/
  • thanks to great coverage and dragon tail, forces a lot of switches; works wonders with spikes/hazards support
  • very threatening on paper, not so much in practice

[SET]
name: Special Attacker
move 1: Volt Switch
move 2: Flamethrower
move 3: Grass Knot
move 4: Thunderbolt / Acid Spray
item: Choice Specs / Leftovers
ability: Levitate
nature: Modest
evs: 172 HP / 252 SpA / 84 Spe

[SET COMMENTS]
  • best eel set, abuses all of its good qualities: great coverage, good spA, good bulk, and slow volt switches out
  • tears apart a lot of the defensive cores; acid spray fucks over special walls, while it easily destroys tangela + quag
  • vs = stab, switchy switchy
  • flamethrower burn all (grasses)
  • gk kills golem and friends
  • tbolt is for additional, more powerful stab (also doesn't force you to switch) while acid spray is cool cos it wears stuff down and forces THEM to switch or die to eel's might
  • lefties offers reliability, recovery, and the ability to switch moves; specs is raw power

[ADDITIONAL COMMENTS]
  • spread maximizes bulk + spA
  • 84 spe allows it to outrun tang
  • you could go max HP but then you lose to tangelturd
  • expert belt and LO (although i don't like either dtc forced me to mention them
  • hp ice
  • thunder wave, if you don't want to use tbolt/acid spray. it's a pretty good user of it
  • could use u-turn > VS if you don't like being trapped by ground-types (i don't)
  • charge beem
  • give 'em spikes support, voltturn all over the place! also forces a ton of switches in general
  • doesn't need much as far as defensive synergy, since it has no weaks; stuff that's weak to eq and such are good though. it beats most of your standard bulky rock / ground-types, cleanly 2HKOing them. probopass and bastiodon are the exception and can be annoying w/ toxic (plus they're immune to acid spray), so bring something to remove them
  • para support (if you aren't using twave yourself) or TR support would be good, if you expect to do any sweeping i guess
  • use with pkmn that don't like bulky rock/grounds and tangquag in general (tauros, kanga). swellow can set up a voltturn core, although probopass and bastiodon will be annoying

[SET]
name: Coil
move 1: Coil
move 2: Wild Charge
move 3: Dragon Tail
move 4: Substitute / Return
item: Leftovers
ability: Levitate
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]
  • switch in
  • boost
  • ???
  • profit
  • eelektross has an ugly physical movepool; wild charge is the only usable stab move even tho it causes recoil, and essentially you have brick break, return, crunch, and dtail for coverage
  • dtail is the best of these, prevents you from being roared out by garb like bastiodon, and also causes hazards damage
  • return gives you decent neutral coverage, although you get walled by golem w/o dtail (who is one of the mons you can boost on so getting walled by it sucks), so it's only slashed over subs. return also helps you beat tangela because dtailing it out just activates regen......
  • sub blocks status and gives you more reliable recovery once you start stacking boosts. avoiding toxic is gr8
  • also one of the coolest boosters, since levitate gives you an immunity to tspikes and spikes which makes setting up way easier

[ADDITIONAL COMMENTS]
  • not sure about ev spread / nature, though it's kinda cute. still might want to outrun tang so you don't get sleep powder'd before you sub, but idk.
  • could go with twave > sub, parashuffle and annoy the shit out of everyone
  • brick break / crunch for different coverage, but have little utility out of hitting absol/golem and musharna, really
  • dragon claw is garb, almost the same coverage as return and weaker: you're using dtail to phaze and stack hazard dmg
  • obviously come with hazards
  • bring powerful physical attackers, especially those that can fuck over tangela and quag because this set loses hard to them (maybe not tangela so much, definitely quag)
  • magmortar seems like a good teammate since eel dgaf about most magmortar checks too, and it loves spikes
  • eel fucks around with most teams, spreading hazard damage easy and stacking boosts while the other team struggles to kill it after a boost or two; bring fast pokes to clean up the mess after eel runs through their team
  • outside para support can buy eel a few turns to boost or get you some unbroken subs which can mean another round of hazards damage
  • remove spinners before attempting to sweep, since they can just spin out your hazards and you're like "shit do i keep going with eel or try to reset them"
  • i cant think of anything else

[Other Options]
  • got a cool movepool
  • can go both ways ;) [mixed]
  • mixed coil is ok too, thunder/zap cannon are neat. you probably lose out on bulk, and zap cannon still misses 90% of the time
  • rain dance w/ thunder, slow volt switch
  • rest + coil w/ chesto, might be neat
  • cb, although it has mediocre physical options and can't hardly get through common phys walls (rock slide, dclaw, wild charge, return, brick break, crunch)
  • acrobatics. +1 flying gem acro vs tang: (71.25 - 83.83%) -- guaranteed 2HKO; decent lure for tang, but that's it lol

[Checks and Counters]
  • stunfisk
  • tangela for physical sets
  • quag for ^
  • probopass, bastiodon
  • lickilicky's return has a small chance to 2hko after sr and it walls the shit out of it
  • most shit cant switch in very easily, it's generally better just to hit it as hard as you can (most decently powerful attacks will 2HKO it)
  • i just did some calcs and its actually able to live a lot of shit. specs magmortar fire blast has only a 50% chance to OHKO which is neat, considering thats one of the strongest attacks in the meta
  • pinsir and rampardos will outspeed and ohko with mold breaker eq although neither are going to switch in
  • just attack it, it will die eventually . . .
  • "while Eel is very threatening on paper, it's usually not as scary in practice (explain why; mainly because of it being too slow)."

there are a lot of things that i'm not 100% on, so qc check away hehe
 
the special set is far and away the best that eel can do. i like it simply bacause it can rip tanglequag to shreds. you covered everything found important, so stampy stampy.
 
good skeleton 9.9 just have a few suggestions:

[Overview]
  • Mention that Eel is a great Specs user
  • Mention that Eel fits well on volt-turn/choice spam teams (choice spam teams really are the volt-turn teams of NU, lol)
  • Competition? Eel is much different than most other Electric-types... the only one that really "competes" with it is Ampharos. They all have different niches; Eel does not compete for much for those niches.
  • Mention that it works a lot better with hazards, and is much more frightening to face when it has hazard support
  • Say that it's very threatening on paper, but not so much in practice; still a big threat, though.

[Special Attacker]
  • Make Specs the first item. Leftovers Eel is weak as shit and a lot of the times you'll just be spamming Volt Switch. It doesn't even get that many chances to use Acid Spray. Also, most people just try to kill Eel ASAP, so it'll only get a few turns of leftovers recovery if that.

[Special Attacker AC]
  • Put Charge Beam here; it is not inferior to Acid Spray. Eel doesn't have to worry about the Pokemon you hit with Acid Spray switching out because Eel retains its Special Attack boost and you don't have to spam a terribly weak Poison move. Of course, you don't get as much of a boost right away, but it's why Charge Beam should be AC.

[Other Options]
  • Remove Charge Beam... unless you want to talk about some kind of Eel that is centered around the move.
  • Mention some of its physical movepool: Wild Charge, Crunch, Brick Break, etc.; maybe mention Choice Band?

[Checks and Counters]
  • Camerupt is a pretty bad counter... it can't do much back to Eel and Grass Knot has 120 BP on it. It's not even that bulky. Remove it.
  • Add on to the "just attack it part" (or w/e you want to place it) saying that while Eel is very threatening on paper, it's usually not as scary in practice (explain why; mainly because of it being too slow).

ok, looks good otherwise; a few of these changes aren't that important but I think they should still be added anyways.

QC Approve 2/3
 

jake

underdog of the year
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Top Dedicated Tournament Host Alumnusis a Battle Simulator Moderator Alumnusis a Past SPL Champion
good skeleton 9.9 just have a few suggestions:

[Overview]
  • Mention that Eel is a great Specs user
  • Mention that Eel fits well on volt-turn/choice spam teams (choice spam teams really are the volt-turn teams of NU, lol)
  • Competition? Eel is much different than most other Electric-types... the only one that really "competes" with it is Ampharos. They all have different niches; Eel does not compete for much for those niches.
  • Mention that it works a lot better with hazards, and is much more frightening to face when it has hazard support
  • Say that it's very threatening on paper, but not so much in practice; still a big threat, though.
alrighty

[Special Attacker]
  • Make Specs the first item. Leftovers Eel is weak as shit and a lot of the times you'll just be spamming Volt Switch. It doesn't even get that many chances to use Acid Spray. Also, most people just try to kill Eel ASAP, so it'll only get a few turns of leftovers recovery if that.
okay, even though specs is gay and forces you to not use its awesome coverage :(

[Special Attacker AC]
  • Put Charge Beam here; it is not inferior to Acid Spray. Eel doesn't have to worry about the Pokemon you hit with Acid Spray switching out because Eel retains its Special Attack boost and you don't have to spam a terribly weak Poison move. Of course, you don't get as much of a boost right away, but it's why Charge Beam should be AC.
it's still a terribly weak electric move, but yup yup sure thing boss

[Other Options]
  • Remove Charge Beam... unless you want to talk about some kind of Eel that is centered around the move.
  • Mention some of its physical movepool: Wild Charge, Crunch, Brick Break, etc.; maybe mention Choice Band?
mmmkay. i'll also mention that cb sucks because it can't defeat any common physical wall (tangela says hi) except alomomola to an extent, and i assume it gets 2hkoed by wild charge recoil anyway lool

[Checks and Counters]
  • Camerupt is a pretty bad counter... it can't do much back to Eel and Grass Knot has 120 BP on it. It's not even that bulky. Remove it.
  • Add on to the "just attack it part" (or w/e you want to place it) saying that while Eel is very threatening on paper, it's usually not as scary in practice (explain why; mainly because of it being too slow).
camerupt was a gr8 counter back in rd0. and yes will make those changes! also adding stunfisk, since flamethrower does 29-34% and it basically walls the shit out of eel

ok, looks good otherwise; a few of these changes aren't that important but I think they should still be added anyways.

QC Approve 2/3
nah they're all good. thanks dtc!
 

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