Yes, this is a very new team. I've tested them quite a bit, gotten some suggestions on how to improve them, and I think they're an awesome team, but I think there is for sure room for improvement. I didn't have a specific teambuilding process in mind when creating this team, but there were a few Pokemon I knew I wanted to have on an electric mono.
I started out the team with these Pokemon:
I'm not going to go into too much detail on this team. All you need to know is I tried to run Meditate Electivire and chose Mega Manectric over mega Amphy. Let's leave the past in the past and move on to phase two, which I will get into in full detail. Pretend these dudes never existed. TnT






I'm not going to go into too much detail on this team. All you need to know is I tried to run Meditate Electivire and chose Mega Manectric over mega Amphy. Let's leave the past in the past and move on to phase two, which I will get into in full detail. Pretend these dudes never existed. TnT
The Team
Rektou (Raikou) @ Choice Specs
Ability: Pressure
EVs: 252 Sp Atk / 252 Spe / 4 Sp Def
Modest Nature
-Volt Switch
-Thunderbolt
-Hidden Power Grass
-Extrasensory/Aura Sphere
This guy is my lead and an absolute monster out on the field. He has crazy high Special Attack with the Choice Specs, and even with no speed beneficial nature he's pretty freaking fast. I start with him, VSwitch if I don't think I can KO the Poemon out, and if I do I use the proper moves to crush the opposition. Thunderbolt is Powerful STAB, VSwitch is for momentum and for switching out easily against things Rektou can't take on. HP Grass is for ground types (looking at you, Swampert) and Extrasensory is for fighting types that my team otherwise has trouble with, but Aura Sphere kills Magnezone.

Rektou (Raikou) @ Choice Specs
Ability: Pressure
EVs: 252 Sp Atk / 252 Spe / 4 Sp Def
Modest Nature
-Volt Switch
-Thunderbolt
-Hidden Power Grass
-Extrasensory/Aura Sphere
This guy is my lead and an absolute monster out on the field. He has crazy high Special Attack with the Choice Specs, and even with no speed beneficial nature he's pretty freaking fast. I start with him, VSwitch if I don't think I can KO the Poemon out, and if I do I use the proper moves to crush the opposition. Thunderbolt is Powerful STAB, VSwitch is for momentum and for switching out easily against things Rektou can't take on. HP Grass is for ground types (looking at you, Swampert) and Extrasensory is for fighting types that my team otherwise has trouble with, but Aura Sphere kills Magnezone.

FabulousFabio (Ampharos-Mega) @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 Spe
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Toxic
Where do I even start. Mega Amphy is pretty much GG, ridiculous Sp Attack, decent bulk, and awesome typing. Thunderbolt, of course, is standard STAB. DPulse is also STAB. Focus Blast is for killing a multitude of things like Rock types (which my team kinda struggles with) and steels. Toxic I use for crippling Mega Sableye mainly, as Mega Sableye is the most annoying Pokemon ever for my team.
ZappyGoLucky (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 Spe
IVs: 0 Atk
Modest Nature
- Heat Wave
- Discharge
- Defog
- Roost
This guy is my savior from entry hazards, which otherwise are super annoying for my team. His primary purpose is for removing them, but he is also a good bulky sweeper with Heat Wave wrecking slower steel and ice types. Roost is standard recovery, though it is really risky as it gets rid of my ground immunity for a turn. I think the risk is worth the reward though.
Eelektra (Eelektross) (F) @ Assault Vest
Ability: Levitate
Shiny: Yes
EVs: 200 HP / 252 Atk / 56 Def
Brave Nature
- Drain Punch
- Aqua Tail
- Thunder Punch
- Rock Slide
This seems like a weird thing to run on Eelektross, but it works surprisingly well. He is my main physical sweeper, and I mainly use him over Luxray because of better coverage and bulk. Drain Punch is good for recovery and hurts Heatran pretty badly, Aqua Tail is also for Heatran and wrecking ground types that otherwise wreck my team. Thunder Punch is good electric STAB without recoil that would undermine the purpose of Eelektross's bulk, and VSwitch is for when Eelektross is in trouble, and it also pretty much guarentees safe switch-in due to Eelektross's slowness.
Venti (Thundurus) @ Life Orb
Ability: Prankster
EVs: 188 Atk / 68 SpA / 252 Spe
Hasty Nature
- Thunder Wave
- Thunderbolt
- Knock Off
- Superpower / Grass Knot / Hidden Power Ice
Standard mixed Thundurus, Prankster TWave is amazing and cripples anything and everything instantly. Knock Off is another screwover, as removing the opponent's item can seriously mess up their strategy. TBolt is a self-explanatory STAB, and Superpower hurts Ice types who think they can come in with an easy kill for Thundurus.
MermaidtheKiller (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 36 HP / 220 Def / 208 SpD / 44 Spe
Bold Nature
- Heal Bell
- Scald
- Volt Switch
- Protect / Ice Beam
Lanturn gets rid of the last problem with this team: status. Status is a huge murderer for my poor 'mons, so Lanturn's purpose is to Heal Bell and switch with VSwitch, or if possible go for burn hax. Pretty straightforward, Heal Bell for healing teammates, Scald for burns, VSwitch for switching out, and Protect for Burn stall and Leftovers restore. She may not seem like much, but she actually does a lot for this team.
____
Threats:
Other Options:
Ability: Static
EVs: 132 HP / 252 SpA / 124 Spe
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Toxic
Where do I even start. Mega Amphy is pretty much GG, ridiculous Sp Attack, decent bulk, and awesome typing. Thunderbolt, of course, is standard STAB. DPulse is also STAB. Focus Blast is for killing a multitude of things like Rock types (which my team kinda struggles with) and steels. Toxic I use for crippling Mega Sableye mainly, as Mega Sableye is the most annoying Pokemon ever for my team.

ZappyGoLucky (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 SpA / 8 Spe
IVs: 0 Atk
Modest Nature
- Heat Wave
- Discharge
- Defog
- Roost
This guy is my savior from entry hazards, which otherwise are super annoying for my team. His primary purpose is for removing them, but he is also a good bulky sweeper with Heat Wave wrecking slower steel and ice types. Roost is standard recovery, though it is really risky as it gets rid of my ground immunity for a turn. I think the risk is worth the reward though.

Eelektra (Eelektross) (F) @ Assault Vest
Ability: Levitate
Shiny: Yes
EVs: 200 HP / 252 Atk / 56 Def
Brave Nature
- Drain Punch
- Aqua Tail
- Thunder Punch
- Rock Slide
This seems like a weird thing to run on Eelektross, but it works surprisingly well. He is my main physical sweeper, and I mainly use him over Luxray because of better coverage and bulk. Drain Punch is good for recovery and hurts Heatran pretty badly, Aqua Tail is also for Heatran and wrecking ground types that otherwise wreck my team. Thunder Punch is good electric STAB without recoil that would undermine the purpose of Eelektross's bulk, and VSwitch is for when Eelektross is in trouble, and it also pretty much guarentees safe switch-in due to Eelektross's slowness.

Venti (Thundurus) @ Life Orb
Ability: Prankster
EVs: 188 Atk / 68 SpA / 252 Spe
Hasty Nature
- Thunder Wave
- Thunderbolt
- Knock Off
- Superpower / Grass Knot / Hidden Power Ice
Standard mixed Thundurus, Prankster TWave is amazing and cripples anything and everything instantly. Knock Off is another screwover, as removing the opponent's item can seriously mess up their strategy. TBolt is a self-explanatory STAB, and Superpower hurts Ice types who think they can come in with an easy kill for Thundurus.

MermaidtheKiller (Lanturn) (F) @ Leftovers
Ability: Volt Absorb
Shiny: Yes
EVs: 36 HP / 220 Def / 208 SpD / 44 Spe
Bold Nature
- Heal Bell
- Scald
- Volt Switch
- Protect / Ice Beam
Lanturn gets rid of the last problem with this team: status. Status is a huge murderer for my poor 'mons, so Lanturn's purpose is to Heal Bell and switch with VSwitch, or if possible go for burn hax. Pretty straightforward, Heal Bell for healing teammates, Scald for burns, VSwitch for switching out, and Protect for Burn stall and Leftovers restore. She may not seem like much, but she actually does a lot for this team.






Threats:
Swampert: I went against a water team and got gg'd by Swampert. Need I say more? It devastates my team with EQ and strong water STABs, and its because of it that I have Grass HP on Rektou. But if Rektou dies...I don't even want to think about it.
Ground type teams: These are rare, but when one comes up I'm pretty much wrecked. I do (luckily) have several ground immunities with Eelektross, Thundurus, and Zapdos, but ground types are still scary.
Ice-type users: Because of my ground immunites, I also have a weakness to ice types, especially Ice Shard users. Luckily I have TWave on Thundurus and Heat Wave on Zapdos, but Ice types still hurt.
Stunfisk on other Electric teams: I don't have much coverage over fellow electric teams, and when this guys pops up they get super annoying super fast.
Ground type teams: These are rare, but when one comes up I'm pretty much wrecked. I do (luckily) have several ground immunities with Eelektross, Thundurus, and Zapdos, but ground types are still scary.
Ice-type users: Because of my ground immunites, I also have a weakness to ice types, especially Ice Shard users. Luckily I have TWave on Thundurus and Heat Wave on Zapdos, but Ice types still hurt.
Stunfisk on other Electric teams: I don't have much coverage over fellow electric teams, and when this guys pops up they get super annoying super fast.
Other Options:
Banded Luxray
Scarfed Magnezone
Scarfed Magnezone
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