Introduction
Hey everyone, I'd like to show a team my friend DeeJ and I built together. I initially found the concept of electric spam very cool after seeing Stathakis defeat Ben Gay with it during WCOP. I approached TDK afterwards and asked him about the team and he gave me a brief run down of his thought process when building it. Anyway, our good friend Mack Bus provided us with a dual electric core and asked us to build a team around it so we did. I noticed that random users were using the team on ladder and in tours so we figured it's time to post it. Anyway, this team has solid tournament results doing well in the OU suspect tour (reached quarter finals) and other tours. It achieved reqs during the sableye suspect with a nice record of 52-12 or something. The team also peaked #5 on the ladder. Proof of peak: http://imgur.com/aj6TQ6t
DeeJ said to listen to this as you read:
The Team At a Glance
Team Building Process by DeeJ
Got this nice Elec spam here. Left Thundy's set the same because it honestly works best with Mane (although I'd consider Sludge over Iron Tail for an accurate move vs Clef & Alt)
Thundurus & Manectric, despite being an amazing "Spam" Offensive core, they get walled out by mons such as opposing CM Raikou, Zard X, the ever so annoying SpDef Heatran, threatened offensively by Scarf Kyurem-B / opposing Defiant Thundurus, and even Volcarona since it sets up on both Thundurus & Manectric freely. This is why we decided to go with Scarf Chomp as the next member. Beats +1 threats like the aforementioned Zard & Volcarona, and surprises opposing Electric types with its Speed / beats any form of Heatran bar a burn.
Looking at these three, Altaria could set up fairly easily if it ever got in on a choice locked Chomp or Manectric. The three are also vulnerable to the Lati twins & Mega Diancie. SpDef Jirachi was a great choice here, being able to pivot into Fairies & Dragons, provide rocks and form a Volt-Turn core with Manectric, giving the team alot of momentum. Healing Wish was chosen over T-Wave since this team is literally already built on speed control, and supporting our various win conditions can be very beneficial in a game.
These four were very, very weak to Keldeo (if its in vs anything not named X Electric), Sand, Sableye, Weavile, Bisharp etc It was clear to me that finishing off the team with a two mon core that can pivot into or deal with these threats offensively was a sound solution; so thats why we went with the nice and powerful PhysDef Manaphy+SD Breloom core. Manaphy being able to pivot into Keldeo is very nice, as well as beating Excadrill, Weavile and Sableye quite easily due to its fantastic bulk. Breloom can usually always check Bisharp and acts as a secondary check to Sand teams. Manectric+Jirachi+Breloom is such an insane momentum grabbing core since one or the other will constantly put pressure on a team or on each others checks (Example of this is Manectric Volting on a T-Tar or doubling into Breloom on a Hippo, damaging the incoming Lati w/ a very strong Superpower, then being able to safely pivot into Jirachi for more momentum or free rocks) So the three form an excellent "Chain" in that sense. Two stallbreakers is also ridiculously lovely =]
An In-depth Look
Main Bus Driver (Manectric-Mega) @ Manectite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
The Manectric set is as standard as it gets. Thunderbolt is a strong stab move that allows it to threaten bulky waters and hit a variety of things for solid neutral damage. HP Ice allows it to hit those annoying garchomps, landos, and gliscors that are immune to tbolt. Flamethrower rounds out the coverage very nicely as it makes conventional fast electric checks into non checks. Things like ferrothorn can no longer wall it and it also makes mane a very nice scizor check (also due to intimidate). Lastly, volt switch is great for grabbing momentum and getting out of bad match ups while still doing some necessary chip damage. Manectric is very nice in creating momentum for the team. Consider this scenario: there's a manectric in vs a lati, you can volt switch out into jirachi and then u turn out on the incoming bulky ground into breloom. It just helps keep the match up in your favor as much as possible.
Thundurust (Thundurus) (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Grass Knot
- Iron Tail
Thundurus forms the second part of the electric spam core that aims to eliminate or weaken mega mane checks. Thunderbolt is the mandatory stab that allows it to threaten many bulky waters and hit a lot of things for solid neutral damage like heatran, scizor, etc. Knock off hits the lati twins pretty hard, grass knot removes hippo, quagsire, and seismitoad, and iron tail does a good chunk of damage. Tbolt+knock off always kills the latis while tbolt+iron tail always kills clef. The EVs are to maximize the damage output thundy needs to do from both sides of the spectrum.
Charged Up (Garchomp) (M) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Garchomp is such a potent offensive threat since its stabs hit really hard and pretty much hit everything in the metagame except skarmory. With a choice scarf, you can net some surprise kills since bulky chomp and sd sets are much more common nowadays. Not much to say here besides that it helps us check fast electrics, fast electric checks like zardx, and revenge kill a bunch of stuff like volcarona. It also helps us get rid of spdef tran which is pretty annoying for the team. Not only is the surprise factor important, but also the spammable stab moves. Scarf chomp is a really underrated scarfer than can really pull its weight in matches.
Wish Maker (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 140 SpD / 116 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish/Heart Stamp
Jirachi is such an important member of the team because it provides rocks, a lati switch in, altaria switch in, mega diancie switch in, garde switch in, pretty much every dragon/fairy out there which threaten the first three members of the team. Iron head is crucial in order to threaten fairies and actually try and beat clef (unless it's twave), u-turn is for that nice momentum and getting out of bad match ups, and stealth rock is the best move in the game which gives us the necessary chip damage to turn 2hkos into 1hkos. We selected the last move as healing wish since it's such a clutch move that can bring back a weakened mon but feel it can be replaced with something like heart stamp (considering we get wrecked by venu). Also, the speed on Jirachi ensures you can outrun Chomps so you can H-Wish before they potentially kill you.
Tom (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Scald
- Rest
- Rain Dance
- Calm Mind
Honestly, this Mana set is broken as hell. Yeah the TG+3 attacks set is nice but this set really allows mana to get past its conventional counters. With maximum defense investment, it acts just like crocune in that it uses those frail physical attackers as set up bait and once it gets to +2 with calm mind, it can 1v1 every electric/grass in the tier. Mono scald isn't even bad since it's only walled by something like gastrodon or seismitoad which are handled by teammates and are uncommon in the tier. Rest in conjunction with rain dance and hydration makes for reliable recovery.
Mac Bus (Breloom) @ Life Orb/Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower/Natural Gift
- Mach Punch
- Bullet Seed
- Swords Dance
Breloom is criminally underrated. It's really good at the moment and can dismantle so many bulky teams while still pressuring offensive teams with its powerful priority. It's a powerful sand check and wall breaker that works very nicely with manectric since it just takes advantage of being brought in through a volt switch on things like tyranitar, clef, and can threaten hippo. It also helps vs lopunny and bisharp with mach punch. Superpower was chosen over spore since you can immediately kill tran and it bops skarm allowing you to literally 6-0 some stall builds. In combination with manaphy, the team now has a good match up vs opposing weather teams. With Lansat berry+natural gift, it allows Loom to hit venusaur/amoongus a lot harder.
Conclusion
This team is both very fun and effective. Electric Spam itself is a really good and underrated Offensive strategy that should definitely be explored a bit more. Hope you guys enjoy the team. It's a really fun one and has been successful for quite some time. Please let us know if there is any way we can improve it. Thanks for reading!
Threatlist
Zard X - There's no direct switch in. Manaphy can only force it to attack then you'd ideally want to revenge with Chomp
Excadrill - Has a chance to 2HKO Manaphy after Rocks. Not to huge of a problem though because Chomp takes a hit if healthy, and Breloom revenges if they want to make the foolish play of SD'ing
Hoopa - Breloom can only take one Hyperspace, but theres so much Offensive pressure that this should never easily get inside
Keldeo (Specs)- Sword forces Manaphy to Rest, while a well timed HP Electric can cleanly 2HKO
Thundurus (Mixed) - Manectric can't switch into this, and Jirachi takes a ton from Knock Off. Scarf Chomp is a good check, but shouldn't be switched directly in because of both Hp Ice and Knock. Luckily, though, this variant of Thundurus isn't very common anymore
Zard Y - The switch in is Garchomp..once LOL
Gengar - Team has no Ghost resist and it switches into Breloom / choice locked Chomp freely
Medicham - The team lacks a very good Fighting resist
Venusaur - Manaphy can set up on this, and Jirachi can potentially flinch it to death, but other than that, hard to deal with since nothing OHKOs it. You may be forced to sack Breloom vs this to get off a +2 Superpower
Amoonguss - Even bigger problem than Venusaur because of Clear Smog+Spore laughing at Manaphy
Rotom-W - Nothing appreciates getting burned, but in exchange everything pressures it immensely
Shoutouts
Replays
http://replay.pokemonshowdown.com/oususpecttest-300112841 -vs Mob
http://replay.pokemonshowdown.com/oususpecttest-299809125 -vs some ladder guy
http://replay.pokemonshowdown.com/smogtours-ou-107809 -vs Tesung
http://replay.pokemonshowdown.com/smogtours-ou-100195 -vs FlamingVictini (OLT Playoffs)
Importable
Hey everyone, I'd like to show a team my friend DeeJ and I built together. I initially found the concept of electric spam very cool after seeing Stathakis defeat Ben Gay with it during WCOP. I approached TDK afterwards and asked him about the team and he gave me a brief run down of his thought process when building it. Anyway, our good friend Mack Bus provided us with a dual electric core and asked us to build a team around it so we did. I noticed that random users were using the team on ladder and in tours so we figured it's time to post it. Anyway, this team has solid tournament results doing well in the OU suspect tour (reached quarter finals) and other tours. It achieved reqs during the sableye suspect with a nice record of 52-12 or something. The team also peaked #5 on the ladder. Proof of peak: http://imgur.com/aj6TQ6t
DeeJ said to listen to this as you read:
The Team At a Glance
Team Building Process by DeeJ
Got this nice Elec spam here. Left Thundy's set the same because it honestly works best with Mane (although I'd consider Sludge over Iron Tail for an accurate move vs Clef & Alt)
Thundurus & Manectric, despite being an amazing "Spam" Offensive core, they get walled out by mons such as opposing CM Raikou, Zard X, the ever so annoying SpDef Heatran, threatened offensively by Scarf Kyurem-B / opposing Defiant Thundurus, and even Volcarona since it sets up on both Thundurus & Manectric freely. This is why we decided to go with Scarf Chomp as the next member. Beats +1 threats like the aforementioned Zard & Volcarona, and surprises opposing Electric types with its Speed / beats any form of Heatran bar a burn.
Looking at these three, Altaria could set up fairly easily if it ever got in on a choice locked Chomp or Manectric. The three are also vulnerable to the Lati twins & Mega Diancie. SpDef Jirachi was a great choice here, being able to pivot into Fairies & Dragons, provide rocks and form a Volt-Turn core with Manectric, giving the team alot of momentum. Healing Wish was chosen over T-Wave since this team is literally already built on speed control, and supporting our various win conditions can be very beneficial in a game.
These four were very, very weak to Keldeo (if its in vs anything not named X Electric), Sand, Sableye, Weavile, Bisharp etc It was clear to me that finishing off the team with a two mon core that can pivot into or deal with these threats offensively was a sound solution; so thats why we went with the nice and powerful PhysDef Manaphy+SD Breloom core. Manaphy being able to pivot into Keldeo is very nice, as well as beating Excadrill, Weavile and Sableye quite easily due to its fantastic bulk. Breloom can usually always check Bisharp and acts as a secondary check to Sand teams. Manectric+Jirachi+Breloom is such an insane momentum grabbing core since one or the other will constantly put pressure on a team or on each others checks (Example of this is Manectric Volting on a T-Tar or doubling into Breloom on a Hippo, damaging the incoming Lati w/ a very strong Superpower, then being able to safely pivot into Jirachi for more momentum or free rocks) So the three form an excellent "Chain" in that sense. Two stallbreakers is also ridiculously lovely =]
An In-depth Look
Main Bus Driver (Manectric-Mega) @ Manectite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
The Manectric set is as standard as it gets. Thunderbolt is a strong stab move that allows it to threaten bulky waters and hit a variety of things for solid neutral damage. HP Ice allows it to hit those annoying garchomps, landos, and gliscors that are immune to tbolt. Flamethrower rounds out the coverage very nicely as it makes conventional fast electric checks into non checks. Things like ferrothorn can no longer wall it and it also makes mane a very nice scizor check (also due to intimidate). Lastly, volt switch is great for grabbing momentum and getting out of bad match ups while still doing some necessary chip damage. Manectric is very nice in creating momentum for the team. Consider this scenario: there's a manectric in vs a lati, you can volt switch out into jirachi and then u turn out on the incoming bulky ground into breloom. It just helps keep the match up in your favor as much as possible.
Thundurust (Thundurus) (M) @ Life Orb
Ability: Defiant
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Grass Knot
- Iron Tail
Thundurus forms the second part of the electric spam core that aims to eliminate or weaken mega mane checks. Thunderbolt is the mandatory stab that allows it to threaten many bulky waters and hit a lot of things for solid neutral damage like heatran, scizor, etc. Knock off hits the lati twins pretty hard, grass knot removes hippo, quagsire, and seismitoad, and iron tail does a good chunk of damage. Tbolt+knock off always kills the latis while tbolt+iron tail always kills clef. The EVs are to maximize the damage output thundy needs to do from both sides of the spectrum.
Charged Up (Garchomp) (M) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Garchomp is such a potent offensive threat since its stabs hit really hard and pretty much hit everything in the metagame except skarmory. With a choice scarf, you can net some surprise kills since bulky chomp and sd sets are much more common nowadays. Not much to say here besides that it helps us check fast electrics, fast electric checks like zardx, and revenge kill a bunch of stuff like volcarona. It also helps us get rid of spdef tran which is pretty annoying for the team. Not only is the surprise factor important, but also the spammable stab moves. Scarf chomp is a really underrated scarfer than can really pull its weight in matches.
Wish Maker (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 140 SpD / 116 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish/Heart Stamp
Jirachi is such an important member of the team because it provides rocks, a lati switch in, altaria switch in, mega diancie switch in, garde switch in, pretty much every dragon/fairy out there which threaten the first three members of the team. Iron head is crucial in order to threaten fairies and actually try and beat clef (unless it's twave), u-turn is for that nice momentum and getting out of bad match ups, and stealth rock is the best move in the game which gives us the necessary chip damage to turn 2hkos into 1hkos. We selected the last move as healing wish since it's such a clutch move that can bring back a weakened mon but feel it can be replaced with something like heart stamp (considering we get wrecked by venu). Also, the speed on Jirachi ensures you can outrun Chomps so you can H-Wish before they potentially kill you.
Tom (Manaphy) @ Leftovers
Ability: Hydration
Shiny: Yes
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Scald
- Rest
- Rain Dance
- Calm Mind
Honestly, this Mana set is broken as hell. Yeah the TG+3 attacks set is nice but this set really allows mana to get past its conventional counters. With maximum defense investment, it acts just like crocune in that it uses those frail physical attackers as set up bait and once it gets to +2 with calm mind, it can 1v1 every electric/grass in the tier. Mono scald isn't even bad since it's only walled by something like gastrodon or seismitoad which are handled by teammates and are uncommon in the tier. Rest in conjunction with rain dance and hydration makes for reliable recovery.
Mac Bus (Breloom) @ Life Orb/Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower/Natural Gift
- Mach Punch
- Bullet Seed
- Swords Dance
Breloom is criminally underrated. It's really good at the moment and can dismantle so many bulky teams while still pressuring offensive teams with its powerful priority. It's a powerful sand check and wall breaker that works very nicely with manectric since it just takes advantage of being brought in through a volt switch on things like tyranitar, clef, and can threaten hippo. It also helps vs lopunny and bisharp with mach punch. Superpower was chosen over spore since you can immediately kill tran and it bops skarm allowing you to literally 6-0 some stall builds. In combination with manaphy, the team now has a good match up vs opposing weather teams. With Lansat berry+natural gift, it allows Loom to hit venusaur/amoongus a lot harder.
Conclusion
This team is both very fun and effective. Electric Spam itself is a really good and underrated Offensive strategy that should definitely be explored a bit more. Hope you guys enjoy the team. It's a really fun one and has been successful for quite some time. Please let us know if there is any way we can improve it. Thanks for reading!
Threatlist
Zard X - There's no direct switch in. Manaphy can only force it to attack then you'd ideally want to revenge with Chomp
Excadrill - Has a chance to 2HKO Manaphy after Rocks. Not to huge of a problem though because Chomp takes a hit if healthy, and Breloom revenges if they want to make the foolish play of SD'ing
Hoopa - Breloom can only take one Hyperspace, but theres so much Offensive pressure that this should never easily get inside
Keldeo (Specs)- Sword forces Manaphy to Rest, while a well timed HP Electric can cleanly 2HKO
Thundurus (Mixed) - Manectric can't switch into this, and Jirachi takes a ton from Knock Off. Scarf Chomp is a good check, but shouldn't be switched directly in because of both Hp Ice and Knock. Luckily, though, this variant of Thundurus isn't very common anymore
Zard Y - The switch in is Garchomp..once LOL
Gengar - Team has no Ghost resist and it switches into Breloom / choice locked Chomp freely
Medicham - The team lacks a very good Fighting resist
Venusaur - Manaphy can set up on this, and Jirachi can potentially flinch it to death, but other than that, hard to deal with since nothing OHKOs it. You may be forced to sack Breloom vs this to get off a +2 Superpower
Amoonguss - Even bigger problem than Venusaur because of Clear Smog+Spore laughing at Manaphy
Rotom-W - Nothing appreciates getting burned, but in exchange everything pressures it immensely
Shoutouts
Mack Bus I know you quit mons but you're just a great guy <3 thanks for giving us this core
Contorted Lies for peaking the team
Lord Wallace for using it in the suspect tour
TDK for the initial idea and for being a nice user
Genesis7 is a cute user too
fleggumfl for being cool af
ed wins for being my favorite (BAN ME PLEASE)
and everyone from pokemon central <3
And thanks to IronBullet and Hikari for the initial help with the thing (lol you guys remember)
Contorted Lies for peaking the team
Lord Wallace for using it in the suspect tour
TDK for the initial idea and for being a nice user
Genesis7 is a cute user too
fleggumfl for being cool af
ed wins for being my favorite (BAN ME PLEASE)
and everyone from pokemon central <3
And thanks to IronBullet and Hikari for the initial help with the thing (lol you guys remember)
Replays
http://replay.pokemonshowdown.com/oususpecttest-300112841 -vs Mob
http://replay.pokemonshowdown.com/oususpecttest-299809125 -vs some ladder guy
http://replay.pokemonshowdown.com/smogtours-ou-107809 -vs Tesung
http://replay.pokemonshowdown.com/smogtours-ou-100195 -vs FlamingVictini (OLT Playoffs)
Importable
Main Bus Driver (Manectric-Mega) @ Manectite
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
Thundurust (Thundurus) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Grass Knot
- Iron Tail
Garchomp (M) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 140 SpD / 116 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish
Tom (Manaphy) @ Leftovers
Ability: Hydration
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Scald
- Rest
- Rain Dance
- Calm Mind
Mac Bus (Breloom) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower
- Mach Punch
- Bullet Seed
- Swords Dance
Ability: Static
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
Thundurust (Thundurus) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Grass Knot
- Iron Tail
Garchomp (M) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 140 SpD / 116 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish
Tom (Manaphy) @ Leftovers
Ability: Hydration
EVs: 236 HP / 252 Def / 20 Spe
Bold Nature
- Scald
- Rest
- Rain Dance
- Calm Mind
Mac Bus (Breloom) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower
- Mach Punch
- Bullet Seed
- Swords Dance
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