PU Electrode

blinkie

¯\_( ͡° ͜ʖ ͡°)_/¯ dank meme crew

Overview
########

Electrode has a rather niche use as a rain starter in the PU metagame. It is suited for this with an extremely good Speed tier at base 140 Speed and also has an advantage over most other weather starters because of its access to Taunt. However, it cannot do much outside of this role, due to frail defenses making it hard for it to survive a hit, and it has mediocre offensive presence due to its average Special Attack and bad Attack, along with a bad movepool. Electrode has to be wary of other common leads such as Golem, Torterra, and Probopass, as it can only deal with them by running Hidden Power Water, Hidden Power Ice, and Hidden Power Fighting, respectively.


Rain Lead
########
name: Rain Lead
move 1: Rain Dance
move 2: Thunder
move 3: Taunt
move 4: Explosion / Volt Switch
ability: Soundproof
item: Damp Rock
evs: 252 HP / 64 SpA / 192 Spe
nature: Timid

Moves
========

Rain Dance is used to set up rain, allowing Electrode to support its team and perform its job. Thunder has high Base Power and can still hit somewhat hard even with base 80 Special Attack, and it also has perfect accuracy in the rain, giving Electrode something to do after using Rain Dance. Taunt can prevent opposing leads from setting up entry hazards or using Taunt on Electrode first. It also can mess up most manual weather starters. Explosion has the benefit of bringing in a rain abuser for free while still being able to deal a bit of damage to the Ground-types Electrode otherwise can't hurt. Volt Switch is another option that can be used to pivot out and save Electrode for later, but it usually means the switch-in has to take a hit first, making Explosion more preferable. Hidden Power Water can be used in order to hit common leads such as Golem, which would otherwise not mind any attacks from Electrode, although you should be wary of Sturdy Weakness Policy Golem. Hidden Power Water is also very weak against foes it is not 4x super effective on.

Set Details
========

A Timid nature and 192 Speed EVs ensure that Electrode can outspeed Zebstrika. Maximum HP investment is used for some much needed bulk, and the rest is used in Special Attack. Soundproof allows Electrode to beat Pokemon such as Chatot, which relies on sound-based moves. Damp Rock makes the rain last for eight turns instead of five.

Usage Tips
========

Electrode should almost always be used in the lead position to set up rain as soon as possible, especially because it also has a hard time switching in. Use Taunt on opposing entry hazard setters, although Electrode's top priority is to get rain up, so against leads that can OHKO Electrode it is better to set up rain first. After setting up rain and using Taunt if necessary, either use Explosion to bring in a rain abuser or use Thunder if Electrode can hurt its target. Be careful of using Taunt on Magic Coat users such as Leavanny, as it will mean Electrode cannot set up Rain Dance if it is bounced back. Be careful against leads such as Piloswine and Golem, as they can OHKO Electrode with Earthquake if Electrode uses Taunt or use Stealth Rock while Electrode uses Rain Dance.

Team Options
========

Swift Swim abusers such as Poliwrath, Armaldo, Beartic, and Golduck are mandatory partners to benefit from the rain Electrode sets up. Entry hazard setters can help too by using entry hazards to gain chip damage, with examples being Roselia and Golem. Dedicated backup rain setters such as Volbeat and Poliwrath are helpful to get rain up in case Electrode fails to or if the rain stops, while other setters such as Relicanth and Carracosta have access to Stealth Rock to further support the team. Flying-types such as Dodrio and Swanna, which can break through bulky Grass-types, are great partners. Swanna also benefits from the rain by having perfectly accurate Hurricanes and boosted Water-type attacks. Electric-types such as Raichu and Rotom-F appreciate the ability to use Thunder without drawbacks and can take out opposing Water-types, while their Water-type teammates can remove problematic Ground-types.


Other Options
########

Focus Sash is an option over Damp Rock, but it means that the rain will only last five turns, and making sure Electrode will survive an attack is not too important due to its great Speed tier. Thunder Wave or Toxic can be used in order to cripple the opposing lead, but Electrode has no room on its set for them. Magic Coat can be used to reflect entry hazards and Taunt, but Electrode should generally just be setting up rain. A special attacking set with Life Orb utilizing Foul Play could be used, but it is not recommended due to Electrode's barren movepool and underwhelming power. For similar reasons, Choice Specs Electrode is almost completely outclassed by other offensive Electric-types; it still does not hit very hard but gives a free switch in to Ground-types while Electrode is locked into an Electric-type move.

Checks & Counters
########

**Ground-type Leads**: Electrode cannot really hurt Golem, Piloswine, or Marowak outside of using Explosion, while they can easily OHKO back with Earthquake. They also lead to 50/50 scenarios with Taunt and Earthquake or Stealth Rock and Rain Dance.

**Other Weather Starters**: Sunny Day users that don't mind Electrode's moves, such as Victreebel, can KO Electrode and then set up Sunny Day, while other setters such as Murkrow and Volbeat can come in later in the game and remove rain. Hippopotas can also remove rain with Sand Stream, and is immune to Thunder.

**Gourgeist Forms**: All the Gourgeist forms don't mind Explosion and Thunder, and they can threaten Electrode even if Taunted. They can also be a nuisance to Electrode's teammates with Leech Seed and Will-O-Wisp. As Electrode cannot immediately threaten them, its teammates waste valuable rain turns threatening them out.
 
Last edited:

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Overview
########
Mention that it should only be used as a rain starter

Rain Lead
########
soundproof should be ability as chatot is a pain and trode can then switch in
192 speed withy neutral nature is enough to beat the next fastest thing (zeb), and trode cannot touch other boosted mons that fall between max trode and max zeb

Moves
========
Mention that taunt screws over other weather starters

Usage Tips
========
Mention that it should also be careful vs piloswine and golem, who can ohko with eq if trode tries to taunt, or set up rocks on a rain dance

Team Options
========
No mantine pls
Mention electric types who like thunders and removal of grounds by water types, and can beat pelipper

Checks & Counters
########

  • **Ground-type Leads**: Mention 50/50 with rocks and taunt
  • **Fast Choice Scarf Users**: Not sure how relevant this is as no scarfer ohkos
  • **Sunny Day Users**: Call this **other weather starters** and mention hippo
Looks good
blinkie
 
hp water should get a mention somewhere, it lets you not be deadweight against quite as much stuff

mention relicanth and carracosta as rain setters, they get rain dance + sr

mention golduck and armaldo in team options as swift swimmers

"Electric-types such as Raichu and Rotom-Frost appreciate the ability to use Thunder with no drawbacks and can take out Pelipper, while the Water-types on the team can remove Ground-types"- there's not really much of a reason to mention pelipper here, rain doesn't really struggle against it without electric-types.

mention choice specs in oo and explain why it is bad, as specs electrode is decently common on the ladder for some reason.

do this and i will stamp.
 
don't slash hp water, just have it in moves (mention that it is very weak against non-4x weak targets, also mention something about wp golem)

specs is bad more than just competition from other electrics, it's also a magnet for ground-types and is just weak in general, so mention this.

2/3
 

WhiteDMist

Path>Goal
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnus
Overview
########
- Add to the sentence about it's mediocre offensive presence the fact that it has a poor offensive movepool. I wouldn't say little offensive presence either, its merely average.
- Instead of talking just about Golem, note that many leads require a specific Hidden Power. After all, Probopass and Pawniard require HP Fighting, while Torterra requires HP Ice.

Team Options
========
- Idk if you were making it alphabetical order, but the order for Rain teammates should lead with Poliwrath, just because it is likely the best of them.
- Grammatical-wise, you say other entry hazard users, but you never mentioned any hazard user beforehand so it makes no sense.

Other Options
########
- Foul Play mention with the special attacker set.

Checks & Counters
########
- I would actually add Gourgeist-formes as a check. They block Explosion, tank Thunder, have enough offense that they can threaten Electrode even if Taunted, and threatens its teammates with Will-O-Wisp and Leech Seed. Not to mention it can waste Rain turns if not immediately taken care of.

Tag me and I'll stamp when your done.
 

WhiteDMist

Path>Goal
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnus
**Gourgeist Formes**: All the Gourgeist formes don't mind Explosion and Thunder, while they can also threaten Electrode even if Taunted. They can also be a nuisance to Electrode's teammates with Leech Seed and Will-O-Wisp. As Electrode cannot immediately threaten them, it wastes valuable Rain turns to threaten them out.
For the Gourgeist-formes mention in C&C, make sure to note that Electrode isn't as threatening as the teammates it supports. Electrode isn't the one who should be taking care of the Gourgeist-formes, so insert "teammates" after "it".

qc approved
3/3
 

Psywaves

Procrastinating Pedantic Perfectionist™
is a Contributor Alumnus
Add
Capitalise/capital -> lower case

Remove
Comments

Overview
########

Electrode has a rather niche use as a rain starter in the PU metagame. It is suited for this with an extremely good Speed tier at 140 base Speed, (RC) and also has an advantage over most other weather starters because of its access to Taunt. However, it cannot do much outside of this role, due to frail defenses making it hard for him it (Electrode is has no gender) to live a hit, and it has mediocre offensive presence due to its average Special Attack and bad Attack, along with a bad movepool. Electrode has to be wary of other common leads such as Golem, Torterra, and Probopass, as it has to deal with them by running they require Hidden Power Water, Hidden Power Ice, and Hidden Power Fighting, respectively.


Rain Lead
########
name: Rain Lead
move 1: Rain Dance
move 2: Thunder
move 3: Taunt
move 4: Explosion / Volt Switch
ability: Soundproof
item: Damp Rock
evs: 252 HP / 64 SpA / 192 Spe
nature: Timid

Moves
========

Rain Dance is used to set up rain, allowing Electrode to support its team and perform its job. Thunder has high Base Power and can still hit somewhat hard even with base 80 Special Attack, (RC) while it also hasving perfect accuracy in the rain, so it givesing Electrode something to do after setting up Rain using Rain Dance. (made this change just so that both clauses didn't end with "rain") Taunt can prevent opposing leads from setting up entry hazards or using Taunt on Electrode first. It also can mess up most manual weather starters. Explosion has the benefit of bringing in a rain abuser for free, while it still can being able to deal a bit of damage to the Ground-types Electrode otherwise can't hurt. Volt Switch is another option that can be used to pivot out and save Electrode for later, but it usually means the switch-in has to take a hit first, making Explosion more preferable. Hidden Power Water can be used in order to hit common leads such as Golem, (AC) that which would otherwise not mind any attacks from Electrode, although be wary of Sturdy Weakness Policy Golem. It is also very weak against foes it is not 4x super effective on.

Set Details
========

A Timid nature and 192 Speed EVs ensures that Electrode can outspeed Zebstrika. Maximum HP investment is used for some much needed bulk, and the rest is used in Special Attack. Soundproof is the ability chosen, (AC) as it allows Electrode to beat Pokemon such as Chatot, (AC) whoich rely on sound-based moves. Damp Rock is the held item as it makes the rain last for eight turns instead of five.

Usage Tips
========

Electrode should almost always be used in the lead position to set up rain as soon as possible, especially since it also has a hard time switching in. Use Taunt on opposing hazard setters, although Electrode's top priority is to get rain up, so against leads that can OHKO Electrode, (RC) it is better to set up rain first. After setting up rain and using Taunt oif necessary, either use Explosion to bring in a rain abuser, or use Thunder if you Electrode can hurt your its target. Be careful of using Taunt on Magic Coat users such as Leavanny, as it will mean you Electrode cannot set up Rain Dance if it is bounced back. Be careful against leads such as Piloswine and Golem, as they can OHKO Electrode with Earthquake if Electrode uses Taunt, (RC) or use Stealth Rocks while Electrode uses Rain Dance.

Team Options
========

Swift Swim abusers such as Poliwrath, Armaldo, Beartic, and Golduck are mandatory partners to benefit from the rain Electrode sets up. Entry hazard setters can help too by using entry hazards to gain chip damage, with examples being Roselia and Golem. Dedicated backup rain setters such as Volbeat and Poliwrath are helpful to get Rain up in case Electrode fails to or the rain turns run out stops, while other setters such as Relicanth and Carracosta have access to Stealth Rock to further support the team. Flying-types such as Dodrio and Swanna, (AC) which that can break through bulky Grass-types, (AC) are great partners. Swanna also benefits from the rain by having perfectly accurate Hurricanes and boosted Water-type attacks. Electric-types such as Raichu and Rotom-Frost appreciate the ability to use Thunder without drawbacks, (RC) and can take out opposing Water-types, while their Water-type teammates can remove problematic Ground-types.


Other Options
########

Focus Sash is an option over Damp Rock, but it means that the rain will only last 5 five turns., (comma -> full stop/period) and making sure Electrode will survive an attack is not too important due to its great Speed tier. Thunder Wave or Toxic can be used in order to cripple the opposing lead, but Electrode has no room on its set for them. Magic Coat can be used to reflect entry hazards and Taunt, but Electrode should generally just be setting up rain. A special attacking set with Life Orb utilizing Foul Play could be used, but it is not recommended due to Electrode's barren movepool and underwhelming power. For similar reasons, Choice Specs is a rather bad option due to it being almost completely outclassed by other offensive Electric-types,(comma -> emdash)—while it still does not hit very hard but and also gives free switch-ins to Ground-types a free switch in while Electrode is locked into an Electric-type moves.

Checks & Counters
########

**Ground-type Leads**: Electrode cannot really hurt Golem, Piloswine, (AC) or Marowak outside of Explosion, (hmm, Explosion doesn't do much damage to them) while they can easily OHKO back with Earthquake. They also lead to 50/50 scenarios with Taunt and Earthquake or Stealth Rock and Rain Dance.

**Other Weather Starters**: Sunny Day users that don't mind Electrode's moves, (AC) such as Victreebel, (AC) and can KO Electrode and then set up Sunny Day, while other setters such as Murkrow and Volbeat can come in later in the game and remove rain. Hippopotas can also remove rain with Sand Stream, (RC) while being immune to Thunder.

**Gourgeist Formes**: All the Gourgeist formes (not 100% sure what the general consensus on this is, but afaik "formes" refers to forms that are interchangeable, which Gourgeist's are not?) don't mind Explosion and Thunder, while they and can also (removed this instance of "also" because the word is used again shortly after in the next sentence) threaten Electrode even if Taunted. They can also be a nuisance to Electrode's teammates with Leech Seed and Will-O-Wisp. As Electrode cannot immediately threaten them, its teammates waste valuable rain turns to threatening them out.


GP 1/2
 
Last edited:
Add / Correction
Remove
Comments

*Amcheck*

Overview
########

Electrode has a rather niche use as a rain starter in the PU metagame. It is suited for this with an extremely good Speed tier at 140 base 140 Speed and also has an advantage over most other weather starters because of its access to Taunt. However, it cannot do much outside of this role, due to frail defenses making it hard for it to live a hit, and it has mediocre offensive presence due to its average Special Attack and bad Attack, along with a bad movepool. Electrode has to be wary of other common leads such as Golem, Torterra, and Probopass, as it has to deal with them by running Hidden Power Water, Hidden Power Ice, and Hidden Power Fighting, respectively.


Rain Lead
########
name: Rain Lead
move 1: Rain Dance
move 2: Thunder
move 3: Taunt
move 4: Explosion / Volt Switch
ability: Soundproof
item: Damp Rock
evs: 252 HP / 64 SpA / 192 Spe
nature: Timid

Moves
========

Rain Dance is used to set up rain, allowing Electrode to support its team and perform its job. Thunder has high Base Power and can still hit somewhat hard even with base 80 Special Attack while also having perfect accuracy in the Rain, giving Electrode something to do after using Rain Dance. Taunt can prevent opposing leads from setting up entry hazards or using Taunt on Electrode first. It also can mess up most manual weather starters. Explosion has the benefit of bringing in a rain abuser for free, while still being able to deal a bit of damage to the Ground-types Electrode otherwise can't hurt. Volt Switch is another option that can be used to pivot out and save Elecrode Electrode for later, but it usually means the switch-in has to take a hit first, making Explosion more preferable. Hidden Power Water can be used in order to hit common leads such as Golem, which would otherwise not mind any attacks from Electrode, although be wary of Sturdy Weakness Policy Golem. It is also very weak against foes it is not 4x super effective on.

Set Details
========

A Timid nature and 192 Speed EVs ensure that Electrode can outspeed Zebstrika. Maximum HP investment is used for some much needed bulk, and the rest is used in Special Attack. Soundproof is the ability chosen, as it allows Electrode to beat Pokemon such as Chatot, which rely on sound-based moves. Damp Rock is the held item as it makes the rain last for eight turns instead of five.

Usage Tips
========

Electrode should almost always be used in the lead position to set up rain as soon as possible, especially since because it also has a hard time switching in. Use Taunt on opposing hazard setters, although Electrode's top priority is to get rain up, so against leads that can OHKO Electrode it is better to set up rain first. After setting up rain and using Taunt if necessary, either use Explosion to bring in a rain abuser, or use Thunder if Electrode can hurt its target. Be careful of using Taunt on Magic Coat users such as Leavanny, as it will mean Electrode cannot set up Rain Dance if it is bounced back. Be careful against leads such as Piloswine and Golem, as they can OHKO Electrode with Earthquake if Electrode uses Taunt or use Stealth Rock while Electrode uses Rain Dance.

Team Options
========

Swift Swim abusers such as Poliwrath, Armaldo, Beartic, and Golduck are mandatory partners to benefit from the rain Electrode sets up. Entry hazard setters can help too by using entry hazards to gain chip damage, with examples being Roselia and Golem. Dedicated backup rain setters such as Volbeat and Poliwrath are helpful to get Rain up in case Electrode fails to or the rain stops, while other setters such as Relicanth and Carracosta, (AC) have access to Stealth Rock to further support the team. Flying-types such as Dodrio and Swanna, which can break through bulky Grass-types, are great partners. Swanna also benefits from the rain by having perfectly accurate Hurricanes and boosted Water-type attacks. Electric-types such as Raichu and Rotom-Frost Rotom-F, (AC) appreciate the ability to use Thunder without drawbacks and can take out opposing Water-types, while their Water-type teammates can remove problematic Ground-types.


Other Options
########

Focus Sash is an option over Damp Rock, but it means that the rain will only last five turns, and making sure Electrode will survive an attack is not too important due to its great Speed tier. Thunder Wave or Toxic can be used in order to cripple the opposing lead, but Electrode has no room on its set for them. Magic Coat can be used to reflect entry hazards and Taunt, but Electrode should generally just be setting up rain. A special attacking set with Life Orb utilizing Foul Play could be used, but it is not recommended due to Electrode's barren movepool and underwhelming power. For similar reasons, Choice Specs is a rather bad option due to it being almost completely outclassed by other offensive Electric-types- it still does not hit very hard but gives a free switch in to Ground-types while Electrode is locked into an Electric-type move.

Checks & Counters
########

**Ground-type Leads**: Electrode cannot really hurt Golem, Piloswine, or Marowak outside of Explosion, while they can easily OHKO back with Earthquake. They also lead to 50/50 scenarios with Taunt and Earthquake or Stealth Rock and Rain Dance.

**Other Weather Starters**: Sunny Day users that don't mind Electrode's moves, such as Victreebel, can KO Electrode and then set up Sunny Day, while other setters such as Murkrow and Volbeat can come in later in the game and remove rain. Hippopotas can also remove rain with Sand Stream, while being immune to Thunder.

**Gourgeist Formes**: All the Gourgeist formes don't mind Explosion and Thunder, and can threaten Electrode even if Taunted. They can also be a nuisance to Electrode's teammates with Leech Seed and Will-O-Wisp. As Electrode cannot immediately threaten them, its teammates waste valuable rain turns threatening them out.
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 2/2
my colors are add / remove / (comment)
Lucina09 , you made some good changes here and most of my edits are pretty minor, so you can consider this a stamp :)

Overview
########

Electrode has a rather niche use as a rain starter in the PU metagame. It is suited for this with an extremely good Speed tier at 140 base 140 (yep) Speed and also has an advantage over most other weather starters because of its access to Taunt. However, it cannot do much outside of this role, due to frail defenses making it hard for it to live survive a hit, and it has mediocre offensive presence due to its average Special Attack and bad Attack, along with a bad movepool. Electrode has to be wary of other common leads such as Golem, Torterra, and Probopass, as it can only has to deal with them by running Hidden Power Water, Hidden Power Ice, and Hidden Power Fighting, respectively.

Rain Lead
########
name: Rain Lead
move 1: Rain Dance
move 2: Thunder
move 3: Taunt
move 4: Explosion / Volt Switch
ability: Soundproof
item: Damp Rock
evs: 252 HP / 64 SpA / 192 Spe
nature: Timid

Moves
========

Rain Dance is used to set up rain, allowing Electrode to support its team and perform its job. Thunder has high Base Power and can still hit somewhat hard even with base 80 Special Attack, and it also has while also having perfect accuracy in the rain Rain, giving Electrode something to do after using Rain Dance. Taunt can prevent opposing leads from setting up entry hazards or using Taunt on Electrode first. It also can mess up most manual weather starters. Explosion has the benefit of bringing in a rain abuser for free, (remove comma) while still being able to deal a bit of damage to the Ground-types Electrode otherwise can't hurt. Volt Switch is another option that can be used to pivot out and save Elecrode Electrode (yep) for later, but it usually means the switch-in has to take a hit first, making Explosion more preferable. Hidden Power Water can be used in order to hit common leads such as Golem, which would otherwise not mind any attacks from Electrode, although you should be wary of Sturdy Weakness Policy Golem. It Hidden Power Water (idk, I thought that 'it' meant Electrode at first, so if you want to be more clear then use this instead, up to you) is also very weak against foes it is not 4x super effective on.

Set Details
========

A Timid nature and 192 Speed EVs ensure that Electrode can outspeed Zebstrika. Maximum HP investment is used for some much needed bulk, and the rest is used in Special Attack. Soundproof is the ability chosen, as it allows Electrode to beat Pokemon such as Chatot, which rely relies on sound-based moves. Damp Rock is the held item as it makes the rain last for eight turns instead of five.

Usage Tips
========

Electrode should almost always be used in the lead position to set up rain as soon as possible, especially since because (yep) it also has a hard time switching in. Use Taunt on opposing entry hazard setters, although Electrode's top priority is to get rain up, so against leads that can OHKO Electrode it is better to set up rain first. After setting up rain and using Taunt if necessary, either use Explosion to bring in a rain abuser, (remove comma) or use Thunder if Electrode can hurt its target. Be careful of using Taunt on Magic Coat users such as Leavanny, as it will mean Electrode cannot set up Rain Dance if it is bounced back. Be careful against leads such as Piloswine and Golem, as they can OHKO Electrode with Earthquake if Electrode uses Taunt or use Stealth Rock while Electrode uses Rain Dance.

Team Options
========

Swift Swim abusers such as Poliwrath, Armaldo, Beartic, and Golduck are mandatory partners to benefit from the rain Electrode sets up. Entry hazard setters can help too by using entry hazards to gain chip damage, with examples being Roselia and Golem. Dedicated backup rain setters such as Volbeat and Poliwrath are helpful to get Rain rain up in case Electrode fails to or if the rain stops, while other setters such as Relicanth and Carracosta, (AC) (do not add this comma) have access to Stealth Rock to further support the team. Flying-types such as Dodrio and Swanna, which can break through bulky Grass-types, are great partners. Swanna also benefits from the rain by having perfectly accurate Hurricanes and boosted Water-type attacks. Electric-types such as Raichu and Rotom-Frost Rotom-F, (AC) (yes on the Rotom-F, but do not add the comma) appreciate the ability to use Thunder without drawbacks and can take out opposing Water-types, while their Water-type teammates can remove problematic Ground-types.

Other Options
########

Focus Sash is an option over Damp Rock, but it means that the rain will only last five turns, and making sure Electrode will survive an attack is not too important due to its great Speed tier. Thunder Wave or Toxic can be used in order to cripple the opposing lead, but Electrode has no room on its set for them. Magic Coat can be used to reflect entry hazards and Taunt, but Electrode should generally just be setting up rain. A special attacking set with Life Orb utilizing Foul Play could be used, but it is not recommended due to Electrode's barren movepool and underwhelming power. For similar reasons, Choice Specs Electrode is a rather bad option due to it being (I changed this because previously we were comparing Choice Specs to other offensive Electric-types, when it should be Electrode and other offensive Electric-types) almost completely outclassed by other offensive Electric-types-; (remove dash, add semicolon) it still does not hit very hard and even but gives a free switch in to Ground-types while Electrode is locked into an Electric-type move.

Checks & Counters
########

**Ground-type Leads**: Electrode cannot really hurt Golem, Piloswine, or Marowak outside of using Explosion, while they can easily OHKO back with Earthquake. They also lead to 50/50 scenarios with Taunt and Earthquake or Stealth Rock and Rain Dance.

**Other Weather Starters**: Sunny Day users that don't mind Electrode's moves, such as Victreebel, can KO Electrode and then set up Sunny Day, while other setters such as Murkrow and Volbeat can come in later in the game and remove rain. Hippopotas can also remove rain with Sand Stream, while being and is immune to Thunder.

**Gourgeist Formes**: All the Gourgeist formes (yes, add the e) don't mind Explosion and Thunder, and they can threaten Electrode even if Taunted. They can also be a nuisance to Electrode's teammates with Leech Seed and Will-O-Wisp. As Electrode cannot immediately threaten them, its teammates waste valuable rain turns threatening them out.
 
Last edited:
GP 2/2
my colors are add / remove / (comment)
Lucina09 , you made some good changes here and most of my edits are pretty minor, so you can consider this a stamp :)

Overview
########

Electrode has a rather niche use as a rain starter in the PU metagame. It is suited for this with an extremely good Speed tier at 140 base 140 (yep) Speed and also has an advantage over most other weather starters because of its access to Taunt. However, it cannot do much outside of this role, due to frail defenses making it hard for it to live survive a hit, and it has mediocre offensive presence due to its average Special Attack and bad Attack, along with a bad movepool. Electrode has to be wary of other common leads such as Golem, Torterra, and Probopass, as it can only has to deal with them by running Hidden Power Water, Hidden Power Ice, and Hidden Power Fighting, respectively.

Rain Lead
########
name: Rain Lead
move 1: Rain Dance
move 2: Thunder
move 3: Taunt
move 4: Explosion / Volt Switch
ability: Soundproof
item: Damp Rock
evs: 252 HP / 64 SpA / 192 Spe
nature: Timid

Moves
========

Rain Dance is used to set up rain, allowing Electrode to support its team and perform its job. Thunder has high Base Power and can still hit somewhat hard even with base 80 Special Attack, and it also has while also having perfect accuracy in the rain Rain, giving Electrode something to do after using Rain Dance. Taunt can prevent opposing leads from setting up entry hazards or using Taunt on Electrode first. It also can mess up most manual weather starters. Explosion has the benefit of bringing in a rain abuser for free, (remove comma) while still being able to deal a bit of damage to the Ground-types Electrode otherwise can't hurt. Volt Switch is another option that can be used to pivot out and save Elecrode Electrode (yep) for later, but it usually means the switch-in has to take a hit first, making Explosion more preferable. Hidden Power Water can be used in order to hit common leads such as Golem, which would otherwise not mind any attacks from Electrode, although you should be wary of Sturdy Weakness Policy Golem. It Hidden Power Water (idk, I thought that 'it' meant Electrode at first, so if you want to be more clear then use this instead, up to you) is also very weak against foes it is not 4x super effective on.

Set Details
========

A Timid nature and 192 Speed EVs ensure that Electrode can outspeed Zebstrika. Maximum HP investment is used for some much needed bulk, and the rest is used in Special Attack. Soundproof is the ability chosen, as it allows Electrode to beat Pokemon such as Chatot, which rely relies on sound-based moves. Damp Rock is the held item as it makes the rain last for eight turns instead of five.

Usage Tips
========

Electrode should almost always be used in the lead position to set up rain as soon as possible, especially since because (yep) it also has a hard time switching in. Use Taunt on opposing entry hazard setters, although Electrode's top priority is to get rain up, so against leads that can OHKO Electrode it is better to set up rain first. After setting up rain and using Taunt if necessary, either use Explosion to bring in a rain abuser, (remove comma) or use Thunder if Electrode can hurt its target. Be careful of using Taunt on Magic Coat users such as Leavanny, as it will mean Electrode cannot set up Rain Dance if it is bounced back. Be careful against leads such as Piloswine and Golem, as they can OHKO Electrode with Earthquake if Electrode uses Taunt or use Stealth Rock while Electrode uses Rain Dance.

Team Options
========

Swift Swim abusers such as Poliwrath, Armaldo, Beartic, and Golduck are mandatory partners to benefit from the rain Electrode sets up. Entry hazard setters can help too by using entry hazards to gain chip damage, with examples being Roselia and Golem. Dedicated backup rain setters such as Volbeat and Poliwrath are helpful to get Rain rain up in case Electrode fails to or if the rain stops, while other setters such as Relicanth and Carracosta, (AC) (do not add this comma) have access to Stealth Rock to further support the team. Flying-types such as Dodrio and Swanna, which can break through bulky Grass-types, are great partners. Swanna also benefits from the rain by having perfectly accurate Hurricanes and boosted Water-type attacks. Electric-types such as Raichu and Rotom-Frost Rotom-F, (AC) (yes on the Rotom-F, but do not add the comma) appreciate the ability to use Thunder without drawbacks and can take out opposing Water-types, while their Water-type teammates can remove problematic Ground-types.

Other Options
########

Focus Sash is an option over Damp Rock, but it means that the rain will only last five turns, and making sure Electrode will survive an attack is not too important due to its great Speed tier. Thunder Wave or Toxic can be used in order to cripple the opposing lead, but Electrode has no room on its set for them. Magic Coat can be used to reflect entry hazards and Taunt, but Electrode should generally just be setting up rain. A special attacking set with Life Orb utilizing Foul Play could be used, but it is not recommended due to Electrode's barren movepool and underwhelming power. For similar reasons, Choice Specs Electrode is a rather bad option due to it being (I changed this because previously we were comparing Choice Specs to other offensive Electric-types, when it should be Electrode and other offensive Electric-types) almost completely outclassed by other offensive Electric-types-; (remove dash, add semicolon) it still does not hit very hard and even but gives a free switch in to Ground-types while Electrode is locked into an Electric-type move.

Checks & Counters
########

**Ground-type Leads**: Electrode cannot really hurt Golem, Piloswine, or Marowak outside of using Explosion, while they can easily OHKO back with Earthquake. They also lead to 50/50 scenarios with Taunt and Earthquake or Stealth Rock and Rain Dance.

**Other Weather Starters**: Sunny Day users that don't mind Electrode's moves, such as Victreebel, can KO Electrode and then set up Sunny Day, while other setters such as Murkrow and Volbeat can come in later in the game and remove rain. Hippopotas can also remove rain with Sand Stream, while being and is immune to Thunder.

**Gourgeist Formes**: All the Gourgeist formes (yes, add the e) don't mind Explosion and Thunder, and they can threaten Electrode even if Taunted. They can also be a nuisance to Electrode's teammates with Leech Seed and Will-O-Wisp. As Electrode cannot immediately threaten them, its teammates waste valuable rain turns threatening them out.
Thank you! n_n

I wish there were hundreds of checks I can do for practice. XD
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top