Yo! Welcome to my OU Double Rate My Team for Electroboiz!
The team comp started with the awesome combo of & due to the combined ability of Plasmafists transforming Boomburst into an electric type move (healing Zeraora and damaging both opposing mons)!
I decided to try to build on this sweeping duo and provide them with some great support! So next up we added as this mon makes a great lead with its Electric Surge ability which makes all electric moves get a 1.5x bonus and prevents pokemon from being put to sleep! This means that I do not need to run the typical choiced items on Zeraora & Toxtricity to buff their damage and can instead go for items that allow me more versatility.
To follow up with the addition of the terrain I wanted to add another electric type pokemon who would take advantage of this as well as something who can help Pinurchin as a lead. I decided to go with who has a great lead move pool with two options to slow the opposing mons and fake out to get in some extra damage.
Now because my team is quite weak to ground types I knew that I needed a flying mon to counter it. I decided to go with the trusty This mon works wonders for my team as a great secondary partner for Toxtricity! Due to it's steel typing I am now free to spam Sludge Wave at the opposing mons without reprecussion and it is a great doulbe answer to ground types. Corviknight also helps out the Punk Rocker with the move Tailwind which makes up for his lack luster speed!
Finally I wanted another lead option that I could pair with either of my current leads and help pressure grass types that resist all my electric pokemon. is of course the perfect pokemon! With his intimidate and parting shot he can great set my frail sweepers up as well as work with my bulkier pokemon to give them some extra time to due chip damage.
Ok so that is the team building process, now let's check out the moves sets!
Zordon (Pincurchin) @ Terrain Extender
Ability: Electric Surge
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sucker Punch
- Toxic Spikes
- Recover
- Zing Zap
One of my leads and the most important mon due to it's abiltiy to give all of my electric types 1.5 damage on their attacks. This mon may be slow, but it's decently strong and has enough bulk to live most hits. Sucker Punch is a great move to make up for Pincurchin's low speed and can punish mons like Dragapult. Toxic Spikes provides some necessary chip damage to incoming mons. Recover is good in the wall vs wall battle. Zing Zap is his stab and main damaging attack. Terrain Extender is very important to keep the electric terrain out as long as possible.
Yellow Ranger (Zeraora) @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Plasma Fists
- Knock Off
- Fire Punch
One of the sweepers of the team and one of the fastest mons in the game with an incredible 423 speed! I gave Zera life orb over choice band or magnet/expert belt so I can use a stronger Fake Out before going for Plasma Fists if the opponent has one passive pokemon out and one aggro pokemon out. Plasma Fists is his key stab and the move that transforms Normal Type moves into electric types to combo with. Knock off is there in case there is a super bulky mon you are trying to chip as well as to kill the strong ghost and psychic types running around that tend to be frail and can often one shot Toxtricity. Finally Fire Punch is used to counter the Grass Types that resist him or bulky steel pokemon especially Ferrothorn.
Pink Ranger (Toxtricity) (M) @ Assault Vest
Ability: Punk Rock
Shiny: Yes
EVs: 252 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Wave
- Sludge Bomb
The other sweeper of the team, being the main wallbreaker. Toxtricity's ability provides all his Sound Moves a 1.3x just as a life orb would! So instead of giving him even more damage I decided on giving him Assault Vest to provide a little more bulk as he can be frail. Boomburst is the main move used with Plasma Fists getting a boost from the electric typing, the electric terrain, and the Punk Rock ability. Overdrive is great as a STAB in case you cannot or do not want to go for Plasma Fists before hand as it is a similar attack to Boomburst. Sludge Wave is a combo for the two Steel-Types on the team and m e l t s grass and fairies. Similarly, Sludge Bomb is just a stronger version if you want to specifically target one Pokemon.
White Ranger (Togedemaru) (F) @ Magnet
Ability: Iron Barbs
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Electroweb
- Fake Out
- Nuzzle
- Zing Zap
My other lead. Togedemaru is a master of slowing the opposing pokemon and providing chip damage to them. Electroweb hits both opposing mons and slow them by 1 tier. Fake Out provides chip damage. Nuzzle will always paralyze and does some chip damage. Finally Zing Zap is this mon's main STAB and can potentially flinch!
Black Ranger (Corviknight) (F) @ Leftovers
Ability: Mirror Armor
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Roost
- Tailwind
A wall that the team needs against ground types. I am using the ability "Mirror Armor" here as there are a lot of stat dropping moves and abilities running around in doubles. Corviknight also acts as a potentially set-up sweeper with the move Iron Defense. As it provides +2 to defense and acts as a swords dance with the move Body Press. Roost is the much needed recovery as Corviknight is a wall. Finally, Tailwind is there to set-up for a pokemon partner or even itself to sweep with a 2x speed for 4 turns.
Red Ranger (Incineroar) (M) @ Figy Berry
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Flare Blitz
- Fake Out
- Taunt
Last, but certainly not least, Incineroar acts as a pivot/secondary lead. With "Intimidate" this mon helps the overall low bulk of the team. Parting Shot is the pivot move that also lowers a foe's attack and special attack helping you get in a sweeper who will now essentially be more bulky or a Corviknight who essentially now has both defense and special defense invested. Flair Blitz is melts annoying grass, ice and steel types that might try something funny on all of our electric friends (as grass resists, ice tends to be quite fast and strong, as steel bulky). Fake Out provides chip damage and can allow a turn of free damage if you lead with Roar and Toge, as you can double fake out! Or also guarantee a paralyze with Roar using fake out and Toge using nuzzle. Finally, I added Taunt for an all around strong lead move in the doubles meta-game.
Importable:
https://pokepast.es/b88adf6d7d8e1b6d
Threats:
& due to the speed plus ground combo --> Corviknight is important here as well as a Incineroar intimidate
:Hatterine: can be rough as it's trick room screws over the sweepers and mystical fire can damage Corviknight (though mirror armor prevents the fire from continously damaging it) she can also do some heavy damage to Toxtricity if not one shot him with a psychic move. Make sure to take her out before trying to do anything cheeky.
can be annoying with their terrain so make sure to keep Pincurchin in the back to swap in afterwards when possible. The good thing is that you do not rely on electric terrain to sweep, but it does provide a great deal of help! Thankfully Neither are great at dealing with Incinderoar & Corviknight.
an opposing one of these can provide some pain due to it's volt absorb ability, thankfully Toxtricity and Incineroar can likely duel it and come out with a trade in all likely-hood.
Well, that's the Elctroboiz Team! Let me know your thought on possible improvement or just "wow all those move combo's are stick brutha!" Maybe some potential future proofing would be cool <3
The team comp started with the awesome combo of & due to the combined ability of Plasmafists transforming Boomburst into an electric type move (healing Zeraora and damaging both opposing mons)!
I decided to try to build on this sweeping duo and provide them with some great support! So next up we added as this mon makes a great lead with its Electric Surge ability which makes all electric moves get a 1.5x bonus and prevents pokemon from being put to sleep! This means that I do not need to run the typical choiced items on Zeraora & Toxtricity to buff their damage and can instead go for items that allow me more versatility.
To follow up with the addition of the terrain I wanted to add another electric type pokemon who would take advantage of this as well as something who can help Pinurchin as a lead. I decided to go with who has a great lead move pool with two options to slow the opposing mons and fake out to get in some extra damage.
Now because my team is quite weak to ground types I knew that I needed a flying mon to counter it. I decided to go with the trusty This mon works wonders for my team as a great secondary partner for Toxtricity! Due to it's steel typing I am now free to spam Sludge Wave at the opposing mons without reprecussion and it is a great doulbe answer to ground types. Corviknight also helps out the Punk Rocker with the move Tailwind which makes up for his lack luster speed!
Finally I wanted another lead option that I could pair with either of my current leads and help pressure grass types that resist all my electric pokemon. is of course the perfect pokemon! With his intimidate and parting shot he can great set my frail sweepers up as well as work with my bulkier pokemon to give them some extra time to due chip damage.
Ok so that is the team building process, now let's check out the moves sets!
Zordon (Pincurchin) @ Terrain Extender
Ability: Electric Surge
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sucker Punch
- Toxic Spikes
- Recover
- Zing Zap
One of my leads and the most important mon due to it's abiltiy to give all of my electric types 1.5 damage on their attacks. This mon may be slow, but it's decently strong and has enough bulk to live most hits. Sucker Punch is a great move to make up for Pincurchin's low speed and can punish mons like Dragapult. Toxic Spikes provides some necessary chip damage to incoming mons. Recover is good in the wall vs wall battle. Zing Zap is his stab and main damaging attack. Terrain Extender is very important to keep the electric terrain out as long as possible.
Yellow Ranger (Zeraora) @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Plasma Fists
- Knock Off
- Fire Punch
One of the sweepers of the team and one of the fastest mons in the game with an incredible 423 speed! I gave Zera life orb over choice band or magnet/expert belt so I can use a stronger Fake Out before going for Plasma Fists if the opponent has one passive pokemon out and one aggro pokemon out. Plasma Fists is his key stab and the move that transforms Normal Type moves into electric types to combo with. Knock off is there in case there is a super bulky mon you are trying to chip as well as to kill the strong ghost and psychic types running around that tend to be frail and can often one shot Toxtricity. Finally Fire Punch is used to counter the Grass Types that resist him or bulky steel pokemon especially Ferrothorn.
Pink Ranger (Toxtricity) (M) @ Assault Vest
Ability: Punk Rock
Shiny: Yes
EVs: 252 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Boomburst
- Overdrive
- Sludge Wave
- Sludge Bomb
The other sweeper of the team, being the main wallbreaker. Toxtricity's ability provides all his Sound Moves a 1.3x just as a life orb would! So instead of giving him even more damage I decided on giving him Assault Vest to provide a little more bulk as he can be frail. Boomburst is the main move used with Plasma Fists getting a boost from the electric typing, the electric terrain, and the Punk Rock ability. Overdrive is great as a STAB in case you cannot or do not want to go for Plasma Fists before hand as it is a similar attack to Boomburst. Sludge Wave is a combo for the two Steel-Types on the team and m e l t s grass and fairies. Similarly, Sludge Bomb is just a stronger version if you want to specifically target one Pokemon.
White Ranger (Togedemaru) (F) @ Magnet
Ability: Iron Barbs
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Electroweb
- Fake Out
- Nuzzle
- Zing Zap
My other lead. Togedemaru is a master of slowing the opposing pokemon and providing chip damage to them. Electroweb hits both opposing mons and slow them by 1 tier. Fake Out provides chip damage. Nuzzle will always paralyze and does some chip damage. Finally Zing Zap is this mon's main STAB and can potentially flinch!
Black Ranger (Corviknight) (F) @ Leftovers
Ability: Mirror Armor
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
IVs: 0 Atk
- Iron Defense
- Body Press
- Roost
- Tailwind
A wall that the team needs against ground types. I am using the ability "Mirror Armor" here as there are a lot of stat dropping moves and abilities running around in doubles. Corviknight also acts as a potentially set-up sweeper with the move Iron Defense. As it provides +2 to defense and acts as a swords dance with the move Body Press. Roost is the much needed recovery as Corviknight is a wall. Finally, Tailwind is there to set-up for a pokemon partner or even itself to sweep with a 2x speed for 4 turns.
Red Ranger (Incineroar) (M) @ Figy Berry
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Parting Shot
- Flare Blitz
- Fake Out
- Taunt
Last, but certainly not least, Incineroar acts as a pivot/secondary lead. With "Intimidate" this mon helps the overall low bulk of the team. Parting Shot is the pivot move that also lowers a foe's attack and special attack helping you get in a sweeper who will now essentially be more bulky or a Corviknight who essentially now has both defense and special defense invested. Flair Blitz is melts annoying grass, ice and steel types that might try something funny on all of our electric friends (as grass resists, ice tends to be quite fast and strong, as steel bulky). Fake Out provides chip damage and can allow a turn of free damage if you lead with Roar and Toge, as you can double fake out! Or also guarantee a paralyze with Roar using fake out and Toge using nuzzle. Finally, I added Taunt for an all around strong lead move in the doubles meta-game.
Importable:
https://pokepast.es/b88adf6d7d8e1b6d
Threats:
& due to the speed plus ground combo --> Corviknight is important here as well as a Incineroar intimidate
:Hatterine: can be rough as it's trick room screws over the sweepers and mystical fire can damage Corviknight (though mirror armor prevents the fire from continously damaging it) she can also do some heavy damage to Toxtricity if not one shot him with a psychic move. Make sure to take her out before trying to do anything cheeky.
can be annoying with their terrain so make sure to keep Pincurchin in the back to swap in afterwards when possible. The good thing is that you do not rely on electric terrain to sweep, but it does provide a great deal of help! Thankfully Neither are great at dealing with Incinderoar & Corviknight.
an opposing one of these can provide some pain due to it's volt absorb ability, thankfully Toxtricity and Incineroar can likely duel it and come out with a trade in all likely-hood.
Well, that's the Elctroboiz Team! Let me know your thought on possible improvement or just "wow all those move combo's are stick brutha!" Maybe some potential future proofing would be cool <3