Gen 1 Electrode (UU) [QC 2/2] [GP 2/2] [DONE]

Volk

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is a Community Contributoris a Contributor to Smogon
Imagine writing over two and half pages for a Pokemon that probably doesn't even deserved to be ranked...
This has not been proofread yet so be aware of sudden changes shortly after after the initial post. Cheers!


[OVERVIEW]

Electrode holds a highly specific niche in the RBY UU metagame. As the game's fastest Pokemon, Electrode is nearly guaranteed to attack before fainting if it enters the battle safely, even if it doesn't have the most diverse attacks. This Speed most notably allows Electrode to pressure quick tier mainstays like Tentacruel and Dugtrio. Its high Speed also blesses it with a 27.3% critical hit chance, which can elevate its weak attacks to extreme heights; for example, a critical hit Explosion will always OHKO Hypno. Its Speed and Thunder Wave make it an above average switch into Wrap users as well. These attributes also enable Electrode to be used as a lead or even a sweeper in some cases.

Unfortunately, Electrode’s flaws are abundant and quite detrimental. Outside of Explosion, Electrode has very few distinctive moves for an Electric-type Pokemon. Without Body Slam or Double-Edge, let alone any diverse coverage move, Electrode is forced to use moves like Take Down just to damage Ground-type Pokemon. Electrode's offenses are also inferior to those of its main competitors, Electabuzz and Raichu. These flaws culminate into Electrode being relatively easy to wall and KO. As such, using Electrode often boils down to attacking once or twice and then trying to get lucky with Explosion. It is a high-risk Pokemon that requires accurate predictions and a little bit of luck to reap a proportionate reward.

[SET]
name: Fast Attacker
move 1: Thunderbolt
move 2: Thunder Wave
move 3: Explosion
move 4: Screech / Take Down / Hyper Beam

[SET COMMENTS]
Set Description
=========
Thunderbolt is pretty much Electrode's only reliable source of damage. Electrode isn't the strongest user of Thunderbolt, but it can still hit common Pokemon like Tentacruel, Dodrio, and bulky Water-type Pokemon for good damage, especially if it scores a critical hit. Assuming the opponent lacks a Ground-type Pokemon, Electrode can reliably paralyze any foe thanks to its high Speed. This is particularly useful for slowing down Agility sweepers like Articuno and Dragonite. Electrode's reliance on Thunderbolt and Thunder Wave encourages Ground-type Pokemon to switch in, so it is wise to run Pokemon that can capitalize on this, such as Gyarados, Poliwrath, and Tangela. Hypno is also likely to switch in against Electrode, making fast sleep users such as Venusaur good partners as well.

Explosion is Electrode’s main selling point. While Electrode’s base Attack stat of 50 is underwhelming, Explosion is still quite strong, especially if it happens to be a critical hit. Explosion has many desirable targets, such as Dugtrio, Hypno, Tentacruel, and Kadabra, the last of which will always be KOed. However, there are also many Pokemon that Electrode doesn’t want to hit, such as Rock-type Pokemon, sleeping and frozen Pokemon, and, worst of all, Haunter. Electrode is thus a very prediction-heavy Pokemon. As an example, suppose Electrode is face-to-face with Dugtrio. Explosion can OHKO Dugtrio, especially if Dugtrio took a little chip damage. Dugtrio will deal a minimum of 73% to Electrode with Earthquake. This creates a 50/50 situation of whether Dugtrio will switch out in fear of Explosion or stay in and hope Electrode overpredicts by using something else. Electrode creates situations like this a lot, especially if it is played in the mid- or late-game. Using Electrode effectively often means making some bold (or lucky) predictions or spending a lot of effort so these predictions aren’t necessary. This volatility can help Electrode take down some important targets with little issue but also risks it fainting for naught. If Electrode does hit its desired target, it establishes a better position for its teammates. For example, blowing up on Tentacruel or Hypno might help Articuno sweep, while hitting Dugtrio should keep Pokemon like Kadabra and Raichu safe.

Screech helps Electrode get the most out of its Explosion. While the move may suffer from an unimpressive accuracy of 84.4%, over half the Pokemon prominent in the RBY UU metagame may or will faint to Electrode's Explosion after Screech. Not only will key offensive Pokemon like Tentacruel, Dugtrio, and Persian be guaranteed to faint, but bulkier Pokemon like Kangaskhan, Vaporeon, and Gyarados have a chance as well. This threat incentivizes foes to switch without actually forcing Electrode to blow up, allowing it to potentially use Thunderbolt or Thunder Wave uncontested or bring in a teammate more safely. Screech is also remarkably useful in situations where the foe is unwilling or unable to switch, like after it has used a stat-boosting move or when it is the last Pokemon remaining. In these cases, Electrode can be more confident that it will be able to deal large amounts of damage to its desired target.

Despite Screech's benefits, it is still viable to run an arbitrary Normal-type attack just so Electrode can hit Ground-type foes without KOing itself. Take Down can be fairly strong with a critical hit, but it is otherwise a painfully mediocre move with low accuracy as well as recoil, and Hyper Beam, while powerful, can leave Electrode susceptible to being paralyzed or KOed if it fails to KO the foe first.

Finally, it is worth noting that Electrode can serve as a lead. This is partially because Electrode has much trouble switching into most Pokemon. While not as consistent as more traditional choices, Electrode can break a few holes earlier in the match and help its teammates arrange a sweep by mixing up options like fast Thunder Wave, STAB Thunderbolt, and powerful Explosion. Conversely, Electrode's high Speed makes it a decent late-game sweeper as well. However, its poor coverage tends to make Pokemon like Dugtrio, Aerodactyl, and Agility users superior options for the role.


[STRATEGY COMMENTS]
Other Options
=============
Thunder is an option open to every Electric-type Pokemon so they can hit a little harder at the cost of some accuracy. Two notable benchmarks for Electrode's Thunder include a possible 2HKO against Vaporeon and a guaranteed 2HKO against Tentacruel, which Thunderbolt misses and only has a 5.4% chance to do, respectively.

Electrode has a number of defensive options such as Light Screen and Rest. These can be used to improve a few particular matchups, such as against other Electric-types. Rest is notable for curing Electrode of paralysis, which is usually fatal for it. Overall, offensive options tend to be a lot more useful.

Substitute can be helpful on such a prediction-reliant Pokemon. For example, it can serve as a nice midground play in situations like the Dugtrio matchup. If Dugtrio switches, Electrode can attack more freely on the next turn, and if Dugtrio attacks, Electrode will suffer a smaller penalty. However, like the defensive options, it is difficult to find a spot for Substitute.

Flash can be somewhat useful at motivating the foe to switch and can hinder Wrap users. However, Screech and Thunder Wave tend to accomplish these goals better and have superior accuracy.

Checks and Counters
===================

**Ground-type Pokemon**: Ground-type Pokemon are pretty tricky for Electrode because they pressure it to use a weak Normal-type move or Explosion. Golem is Electrode’s worst nightmare because it takes roughly 20% from Explosion. Golem can switch into Electrode freely and repeatedly, and then fire off a free STAB attack or set up a Substitute. Electrode can threaten Dugtrio with Explosion, but Dugtrio can survive the attack two-thirds of the time and is relatively unafraid of a paralyzed Electrode.

**Paralysis**: Paralysis is a death sentence for Electrode. Electrode is incredibly reliant on its Speed, so taking that away exposes its middling defenses. Paralyzed Electrode can be easily KOed by wallbreakers and sweepers like Dugtrio, Kangaskhan, Persian, Articuno, and so on. Additionally, the 25% chance of full paralysis may also keep a weakened Electrode from using Explosion before it is KOed.

**Grass- and Electric-type Pokemon**: While not quite as bad as Ground-type Pokemon, Grass-type Pokemon also wall Electrode. Thunderbolt deals very little damage to Pokemon like Tangela and Venusaur, so they can goad it into using Explosion. Additionally, status moves like Sleep Powder and Stun Spore will hamper Electrode’s usefulness. Electric-type Pokemon similarly resist Thunderbolt and can paralyze Electrode. While neither really wants to take Thunder Wave, Electabuzz and Raichu have better coverage moves than Electrode, so they will generally win one-on-one or force Explosion.

**Pokemon that Resist Explosion**: Aside from Golem, most common Rock- and Ghost-type Pokemon do not want to switch into Electrode. However, having them on a team can still make Electrode hesitate to use Explosion, into which the switch fairly comfortably.

[CREDITS]
- Written by: [[Volk, 530877]]
- Quality checked by: [[Plague von Karma, 236353], [Sevi 7, 505149]]
- Grammar checked by: [[Finland, 517429], [CryoGyro, 331519]]
 
Last edited:

Plague von Karma

Banned deucer.
A solid start, but there's quite a bit that needs adding. I've seen Lusch use Electrode to good effect before and used it a bit, it's quite intriguing.

Overview
Electrode holds a highly specific niche in the RBY UU metagame. At base 140 Speed, Electrode is the fastest Pokemon on Generation I. While Electrode doesn’t have a very diverse pool of options, it can pretty much guarantee it will be able to attack before fainting, provided it isn’t paralyzed. This is a particularly notable trait as it allows Electrode to keep pace with tier mainstays like Tentacruel and Dugtrio. Electrode is also blessed with a 27.3% critical hit chance, which can elevate its weak attacks to extreme heights; for example, a critical hit Explosion will always OHKO a Hypno.

Unfortunately, Electrode’s flaws are abundant and quite detrimental. Outside of Explosion, Electrode has very few distinct moves for an Electric-type Pokemon. Having access to neither Body Slam or Double-Edge, let alone any coverage move, Electrode is forced to use moves like Take Down just to damage Ground-type Pokemon. Electrode's offenses are also largely inferior to those of its main competitors, Electabuzz and Raichu. These flaws culminate into Electrode being relatively easy to both wall and KO. As such, using Electrode often boils down to attacking once or twice and then trying to get lucky with Explosion. It is a high risk Pokemon whose potential reward may not be in proportion.
The thing about Electrode being guaranteed to attack is more notable than it looks. An unparalyzed Electrode is guaranteed paralysis so long as a Ground-type isn't on the opposing team (read: Dugtrio). As such, Electrode is deceptively good for paraspam strategies. Not to mention that a critical hit Thunderbolt falls just a hair short of OHKOing Tentacruel, so it's a deceptively threatening Wrap switch-in too.

Don't underestimate that Explosion either, it can OHKO Dugtrio 1/3 of the time, and if you chuck on the critical hit rate and treat it as a raw ~25% addition, it may as well be about half the time. If you're running Screech, that little asshole is going down in one blow and can't afford to stay in at all. Electrode makes a very good Dugtrio lure. This makes your line about Electrode struggling with Ground-types a slight bit deceptive, in my opinion. You note this later on, but it's good enough to be in the overview in my opinion.

Set
I talked about this briefly on Discord but want to elaborate on it here: add Screech. Screech + Explosion, while not especially reliable, is surprisingly good. Screech reapplies paralysis speed drops, so Electrode isn't reduced to Explosion fodder if paralyzed. This makes it much more comfortable trading paralysis if used as a lead, for instance, as it can Screech potential switch-ins and gain much better footing. Here's the kicker though, it makes its Explosion surprisingly strong, OHKOing Hypno. It's essentially giving you a guaranteed CH Explosion, for what it's worth. This should be the first slash for Move 3, hell I'd say put Take Down and Hyper Beam in OO. It's way better than the other options available. Of course, Screech + Explosion won't always score an OHKO or whatever due to the opponent switching, but that's the value: the 50/50s Electrode can force are quite potent, especially since one wrong switch (eg. to Omastar) can result in a nasty CH Thunderbolt putting it down.

Set Details
Thunder Wave is also relatively self-explanatory. Assuming the opponent lacks a Ground-type Pokemon, Electrode can reliably Paralyze any foe thanks to its high Speed. This is particularly useful for slowing down Agility sweepers like Articuno and Dragonite.
This can be reworded a bit, I personally see this as Electrode's defining trait. This is guaranteed paralysis we're talking about here, assuming no 1/256 happens.

The Explosion section is good, but let's not forget that Explosion OHKOes Kadabra. Also, when you go on to mention Screech + Explosion, here are some calcs of the UU-tiered threats that I did to help you along;

Guaranteed OHKOs: Hypno, Tentacruel, Dugtrio, Persian, Dodrio, Electabuzz

Ranges:
Electrode Explosion vs. -2 Dragonite: 335-394 (87 - 102.3%) -- 15.4% chance to OHKO
Electrode Explosion vs. -2 Gyarados: 376-443 (95.6 - 112.7%) -- 74.4% chance to OHKO (more likely than tbolt)
Electrode Explosion vs. -2 Kangaskhan: 376-443 (91 - 107.2%) -- 46.2% chance to OHKO
Electrode Explosion vs. -2 Articuno: 326-384 (85.1 - 100.2%) -- 2.6% chance to OHKO
Electrode Explosion vs. -2 Vaporeon: 446-525 (96.3 - 113.3%) -- 79.5% chance to OHKO
Electrode Explosion vs. -2 Tangela: 294-346 (88.2 - 103.9%) -- 25.6% chance to OHKO

Finally, it is worth noting that Electrode can be used as a lead. This is partially due to the fact that Electrode has much trouble switching into most Pokemon. While not as consistent as more traditional choices, Electrode can break a few holes earlier in the match. Mixing up options like an uncontested Thunder Wave, STAB Thunderbolt, and powerful Explosion can enable Electrode to make some dents in the opponent’s team and help its teammates arrange a sweep.
Again, that near-guaranteed paralysis needs emphasizing much more. I understand the way you're writing it is meant to be a bit more concise, but putting it in a list doesn't really do it much justice.

Mention that a Water-type partner - especially Gyarados - appreciates working with Electrode. Electrode is a Dugtrio magnet against regular players, so you can double into Gyarados to check it.

Other Options
As aforementioned, it is worth considering the prospects of moving Take Down and Hyper Beam here. I think I've established the value of Screech.

Thunder is an option open to every Electric-type Pokemon so it can hit a little harder at the cost of some accuracy. For example, Thunder can 2HKO Vaporeon and always 2HKO Tentacruel, which Thunderbolt misses and only has a 5.4% chance to do, respectively.

Electrode has a number of defensive options such as Light Screen, Reflect, and Rest. These can be used to improve a few particular matchups, such as against other Electric-types. Rest is notable for curing Electrode of Paralysis, which is usually fatal for it. Overall, offensive options tend to be a lot more useful.

Substitute is helpful on such a prediction-reliant Pokemon. Like the defensive options, it is difficult to find a spot for Substitute, even if it may be useful.
You can cut Reflect, it doesn't do anything for Electrode in UU. It's only really relevant for Kangaskhan and Dodrio, since Persian just Slashes through. Not like it'll save Electrode from Dugtrio, either.

Substitute isn't explained well at all imo, consider rewording and/or explaining more.

Checks & Counters
**Ground-type Pokemon**: Ground-type Pokemon are pretty tricky for Electrode as they pressure it to either use a weak Normal-type Move or explode. Golem is Electrode’s worst nightmare as it is immune to Thunderbolt and takes roughly 20% from Explosion. Golem can switch into Electrode freely and repeatedly, and fire off a free STAB attack or set up a Substitute. Electrode can threaten Dugtrio with Explosion, but Dugtrio can survive the attack two-thirds of the time and is relatively unafraid of a paralyzed Electrode.
Dugtrio is not staying in on Electrode. That critical hit rate makes the OHKO much more imposing than it first appears, and if it's switching in it is liable to be doing so on Screech. If Dugtrio has taken any amount of damage, that Explosion KOes it too. This matchup, while not the most favourable for Electrode, is still something Dugtrio should not be participating in. Removing Dugtrio early - which is what Electrode does best - is very important. It's a trade, but golly is it a positive one for the Electrode player.

**Grass-type Pokemon**: While not quite as bad as Ground-type Pokemon, Grass-type Pokemon also wall Electrode. Thunderbolt deals very little damage to Pokemon like Tangela and Venusaur, so they can goad it into Exploding. Additionally, status moves like Sleep Powder and Stun Spore will hamper Electrode’s usefulness.
Electrode Explosion vs. -2 Venusaur: 365-430 (100.5 - 118.4%) -- guaranteed OHKO
Mention this. It's forced to explode, which is bad, but it's still a trade.

**Paralysis**: Paralysis is a death sentence for Electrode. Electrode is incredibly reliant on its Speed, so taking that away reveals its middling defenses. Paralyzed Electrode can be easily KOed by wallbreakers and sweepers like Dugtrio, Kangaskhan, Persian, Articuno, and so on. Additionally, the 25% chance of full paralysis may also keep a weakened Electrode from managing to Explode before it is KOed.
Mention that Screech greatly assists with this issue in conjunction with paralysis. Since Electrode is going to be firing off near-guaranteed paralysis until it gets paralyzed itself, it's not uncommon to see it nab what, 2-3 Pokemon beforehand? I know I may seem like I'm exaggerating this, but it's a very real threat. Once you've scouted Dugtrio with Screech the opponent really doesn't like bringing it in, and then the paralysis starts going off.

--

Implement this and get back to me, and, of course, the writer channel on Discord is there if you need further input. There's a lot we can do here.
 

Volk

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I implemented much of what you said, especially in regards to Screech. However, I chose to omit a few suggestions for reasons I'll describe here:

Again, that near-guaranteed paralysis needs emphasizing much more. I understand the way you're writing it is meant to be a bit more concise, but putting it in a list doesn't really do it much justice.
You are overselling this a bit. As much as it seems like Electrode is a paralysis machine, in practice, it just isn't. Electrode is very frail and reluctant to stay in, so getting multiple Paralyses off is incredibly difficult. Combine this with the fact that the tier has plenty of Pokemon poised to eat Paralysis, like Hypno, and you realize that getting even 2 Pokemon Paralyzed is fairly lucky. Finally, this just isn't that impressive. Better Pokemon like Kadabra and Electabuzz arguably do this way more consistently and are just significantly better overall.

Dugtrio is not staying in on Electrode. That critical hit rate makes the OHKO much more imposing than it first appears, and if it's switching in it is liable to be doing so on Screech. If Dugtrio has taken any amount of damage, that Explosion KOes it too. This matchup, while not the most favourable for Electrode, is still something Dugtrio should not be participating in. Removing Dugtrio early - which is what Electrode does best - is very important. It's a trade, but golly is it a positive one for the Electrode player.
The mindgames here are not this simple. The Dugtrio has the same knowledge as the Electrode player, so it staying in is not at all unlikely. This matchup is both deeply complex and incredibly simple, but at the end of the day, baiting Electrode to Explode is a way to check it, so Dugtrio qualifies regardless. Also, Earthquake just undeniably smacks it.

Screech reapplies paralysis speed drops, so Electrode isn't reduced to Explosion fodder if paralyzed.
I'm a little confused how this is relevant. If Electrode and it's opponent are both Paralyzed, isn't Electrode already just faster? Does this even matter? Only really takes effect if Electrode uses Screech, the Electrode user switches, and the opponent doesn't switch. Not exactly an everyday occurrence. Correct me if I'm missing something here.

That's pretty much it. I think everything else was implemented, though some changes were more subtle than others.
 
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Plague von Karma

Banned deucer.
I implemented much of what you said, especially in regards to Screech. However, I chose to omit a few suggestions for reasons I'll describe here:

You are overselling this a bit. As much as it seems like Electrode is a paralysis machine, in practice, it just isn't. Electrode is very frail and reluctant to stay in, so getting of multiple Paralyses off is incredibly difficult. Combine this with the fact that the tier has plenty of Pokemon posed to eat Paralysis, like Hypno, and you realize that getting even 2 Pokemon Paralyzed is fairly lucky. Finally, this just isn't that impressive. Better Pokemon like Kadabra and Electabuzz arguably do this way more consistently and are just significantly better overall.

The mindgames here are not this simple. The Dugtrio has the same knowledge as the Electrode player, so it staying in is not at all unlikely. This matchup is both deeply complex and incredibly simple, but at the end of the day, baiting Electrode to Explode is a way to check it, so Dugtrio qualifies regardless. Also, Earthquake just undeniably smacks it.


I'm a little confused how this is relevant. If Electrode and it's opponent are both Paralyzed, isn't Electrode already just faster? Does this even matter? Only really takes effect if Electrode uses Screech, the Electrode user switches, and the opponent doesn't switch. Not exactly an everyday occurrence. Correct me if I'm missing something here.
It's definitely relevant there, but in hindsight, it's too minor to note, you're right. I was moreso thinking if Electrode had its stats reapplied for some reason but my wording was awful, but as you said, it's not too common. If anything it's more relevant with stacking burn debuffs and hoo boy Electrode + Aerodactyl does not sound like a good combination...leave it all out.

Overview
Having access to neither Body Slam or Double-Edge, let alone any coverage move, Electrode is forced to use moves like Take Down just to damage Ground-type Pokemon.
Add "without fainting", since Explosion is your "main" way of damaging Ground-types. I also think mentioning Dugtrio is relevant here, since it is "the" Ground-type.

Set Details
Electrode's third move is often either Screech (which will be discussed later) or an arbitrary Normal-type move that exists just so it can hit Ground-type opponents.
Remove the brackets, C&C generally discourages the use of them, best you find this out now. If the reader reads on, they'll find the Screech explanation.

Using Electrode effectively often means making some bold (or lucky) predictions or spending a lot of effort so these predictions aren’t necessary.
Same issue here. You can replace the brackets with "—", which is markdown code for an emdash, and it'll serve the same purpose of what you're doing here.

If Electrode does hit its desired target, it may organize a better position for its teammates. For example, blowing up on a Tentacruel or Hypno might help Articuno sweep while hitting Dugtrio should keep Pokemon like Kadabra and Raichu safe.
This is a little pedantic, but the use of "may" here makes you look like you're not sure about whether the case. You should be clear and definitive here, as Explosion inherently gives option value in letting your allies come in with impunity. Switch it to "will".

While the move may not deal damage and suffers from an unimpressive accuracy of 85%, it can power up Electrode's Explosion immensely.
We consider 1/256 accuracy here, so if you really want to note it, it's 84.4%. Citing dex info is discouraged though, so I'm not sure how GP will take it. Then again, the dex's accuracy interpretation is inaccurate...

Also, change the full stop at the end of here to a semicolon to merge the next sentence. Flows much better.

It is not an exaggeration to say the combination of Screech and Explosion has the potential to OHKO over half of the RBY UU meta.
This is repeating something you said earlier.

Checks & Counters
If Dugtrio switches, Electrode can attacke more freely on the next turn and if Dugtrio attacks, Electrode will suffer a smaller penalty.
Minor spelling error.

**Grass-type Pokemon**: While not quite as bad as Ground-type Pokemon, Grass-type Pokemon also wall Electrode. Thunderbolt deals very little damage to Pokemon like Tangela and Venusaur, so they can goad it into Exploding. Additionally, status moves like Sleep Powder and Stun Spore will hamper Electrode’s usefulness.

**Electric-type Pokemon**: Electric-type Pokemon are in the same boat as Grass-type Pokemon: they resist Thunderbolt and can Paralyze Electrode. Electabuzz and Raichu have access to better coverage moves than Electrode, so they will generally win the one-on-one or force an Explosion.
It could be worth merging these two if they're such similar matchups. May as well compact it.

Implement for QC 1/2
plaguevonkarma-qc-small.gif
 

Volk

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All done, thanks for the first QC. Cheers!

Issues with parentheses will be left to the GP checkers for now.
 
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Sevi 7

Semi-retired
Sorry. I forgot to do this.

I want to say that I love your prose. It's probably the best out of all the analysis that I've checked.

Overview
  • Body Slam nor Double-Edge
  • I think it's potential as a lead or as a late game sweeper could be mentioned. It's not really great at these (or anything really), but i think it's just as notable.
Set Description
  • Maybe others will disagree with me here, but I'd mention Poliwrath as another Pokemon that can work well with Electrode to draw in Dug.
  • I think you're underselling Take-Down a bit. Critical hit Take Down does 46.1 - 54.5% to Dugtrio and 55.8 - 65.7% to Kadabra. A critical hit Take Down followed by Explosion can KO Electabuzz. It's not good or consistent damage, but I think it's better than Hyper Beam and is a decent option over Screech personally.
  • For screech maybe emphasize the mind game you can play with it more. Whether you're going to explode can be huge and faking out your opponent at the right time and exploding when they thought you'd stay in can change the course of the game. Obviously relying on rock paper scissors is bad though
  • I think Electrode is also worth mentioning as a late game mon. Afterall a weak enough team can be KOed by Electrode and nothing on the opponent's team can outspeed without set-up. Personally, that would be one reason for me to use Electrode. Maybe not as a main late-game sweeper, but at least as one that can help pave the way for something else.
Other Option
  • I'd add Flash. It's Gimmicky, but it has the potential to do something and that should make it as noteworthy as Sub
Checks and Counter
  • Maybe it's better to just say Grass and Electric-type Pokemon since the only other type to resist Electric is Dragon and Dragonite takes neutral damage
  • I'd add that electric-type Pokemon hate getting paralyzed by Electrode though especially Electabuzz.
  • I feel like the Explosion sentence could be worded better. I'm not really sure how to do better but it did take me a second read to fully understand it
    • Maybe just focus on saying that having a rock or ghost type pokemon will make electrode hesitant about clicking explosion
 

Volk

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I implemented basically everything. Only things I skipped:

For screech maybe emphasize the mind game you can play with it more. Whether you're going to explode can be huge and faking out your opponent at the right time and exploding when they thought you'd stay in can change the course of the game. Obviously relying on rock paper scissors is bad though
Not really sure how to go about doing this better than I already had. The whole Screech paragraph is basically just a summary of mind games.

I'd add Flash. It's Gimmicky, but it has the potential to do something and that should make it as noteworthy as Sub
I don't like giving attention to accuracy-related moves and I really don't see why I'd use Flash over Screech, honestly.

Thanks. Is this QC ready?
 

Sevi 7

Semi-retired
For the screech mind game thing, I think you’ve implied everything, but you need to state something more explicitly. I can read that and get everything out of it, but I know for sure that newer players won’t. Every time someone asks me for help with their electrode team in whatever tier, I always have to tell the same things about screech and mind games. They need their hand held through it. So, I guess I’m saying is that why you have is good. Just also add a sentence or two to make it less subtle.

I personally think talking about moves like Flash is ok in UU since I find them more potent here than in OU. But that just might be me. I think it should be OO, but I’ll absolutely respect your opinion if you disagree and not push For it to be included.

EDIT: QC
 
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Adeleine

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(AC)/(RC): Add/Remove Comma

[OVERVIEW]

Electrode holds a highly specific niche in the RBY UU metagame. At base 140 Speed, Electrode is the fastest Pokemon on Generation I. While Electrode As the game's fastest Pokemon, it is nearly guaranteed to attack before fainting, even if it (at first glace para seems not worth mentioning; if you get parad on the switch, like, not only may you still get an attack off anyway, you couldve also switched into eq or boom and died literally immediately, which wouldve made it more certain you couldn't attack before fainting. If para was not on the switch, you were already able to attack anyway. If para is still specifically important to mention here, tho, lmk why) doesn’t have a very diverse pool of options, it can pretty much guarantee it will be able to attack before fainting, provided it isn’t paralyzed. This Speed is a particularly notable trait, (AC) as it allows Electrode to pressure fast tier mainstays like Tentacruel and Dugtrio. It's high Speed and access to consistent paralysis makes it an above average switch into switch-in to Wrap users as well. These attributes also enable Electrode to be used serve as a lead, (AC) or even a sweeper in some cases, (period -> comma) Electrode is also blessed and bless it with a 27.3% critical hit chance, which can elevate its weak attacks to extreme heights; for example, a critical hit Explosion will always OHKO a Hypno.

Unfortunately, Electrode’s flaws are abundant and quite detrimental. Outside of Explosion, Electrode has very few distinctive moves for an Electric-type Pokemon. Having access to neither Body Slam nor Double-Edge, let alone any diverse coverage move, Electrode is forced to use moves like Take Down just to damage Ground-type Pokemon. Electrode's offenses are also largely inferior to those of its main competitors, Electabuzz and Raichu. These flaws culminate into Electrode being relatively easy to both wall and KO. As such, using Electrode often boils down to attacking once or twice and then trying to get lucky with Explosion. It is a high-risk Pokemon whose potential reward may not be in proportion. that generally lacks proportionate reward.

[SET]
name: Fast Attacker
move 1: Thunderbolt
move 2: Thunder Wave
move 3: Screech / Take Down / Hyper Beam
move 4: Explosion

[SET COMMENTS]
Set Description
=========
Thunderbolt is Electrode's main STAB attack and pretty much its pretty much Electrode's only reliable source of damage. Electrode isn't the strongest user of Thunderbolt in the tier, but it can still hit common Pokemon like Tentacruel, Dodrio, and bulky Water-type Pokemon for good damage, especially if it can scores a critical hit. Assuming the foe lacks a Ground-type Pokemon, Thunder Wave lets Electrode reliably paralyze any foe thanks to its high Speed. This is particularly useful for slowing down Agility sweepers like Articuno and Dragonite. Electrode's reliance on Thunderbolt for damage and Thunder Wave (I imagine twave also incentivizes ground switch ins? Also, this change is why I moved the earlier pair of sentences up.) encourages Ground-type Pokemon to switch in, so it may be is wise to run Pokemon that can capitalize on this, like Gyarados, Poliwrath, or Tangela, alongside Electrode and Tangela, alongside it. Hypno is also likely to switch in against Electrode, making fast users of Sleep-inducing moves sleep users, such as Venusaur, good partners as well. Thunder Wave is also relatively self-explanatory. Assuming the opponent lacks a Ground-type Pokemon, Electrode can reliably Paralyze any foe thanks to its high Speed. This is particularly useful for slowing down Agility sweepers like Articuno and Dragonite. (moved earlier) Electrode's third move is often either Screech (which will be discussed later) or an arbitrary Normal-type move that exists just so it can hit Ground-type opponents. Take Down can be fairly strong with a critical hit, but is otherwise a painfully mediocre move with low accuracy as well as recoil and Hyper Beam, while powerful, can leave Electrode susceptible to being Paralyzed or KOed if it fails to KO the opponent first. Neither move is particularly desirable but having one is a necessity for hitting Ground-type Pokemon without KOing itself; pick your poison. (moved Screech section above boom section and moved moveslot 3 info next to it, to not split the third moveslot across non-adjacent paragraphs)

Screech can be used to helps Electrode get the most out of its Explosion. While the move may not deal damage and suffers suffer from an unimpressive accuracy of 84.4%, it can power up Electrode's Explosion immensely; over half the Pokemon prominent in the RBY UU metagame may or will drop to Electrode's Explosion if they have heard Electrode's after Screech. Not only will key offensive Pokemon like Tentacruel, Dugtrio, and Persian be guaranteed to faint, but bulkier Pokemon like Kangaskhan, Vaporeon, and Gyarados may as well. As a result of this, Screech serves as an extra incentive for the opponent to switch without actually forcing Electrode to blow up. In other words, Screech will make the opponent less likely to stay in, allowing Electrode This threat incentivizes foes to switch without actually forcing Electrode to blow up, allowing it to potentially use Thunderbolt or Thunder Wave uncontested or switch out to help one of its teammates come in bring in a teammate more safely. Screech is also remarkably useful in situations where the opponent foe may be unwilling or unable to switch, like after they have it has used a stat-boosting move or have just a single Pokemon when it is the last Pokemon remaining. In this case these cases, (or you could specify "the latter case"; if you do this, remove "more") Electrode can be more confident that it will be able to deal large amounts of damage to its desired target. Despite these benefits, it is still viable to run an arbitrary Normal-type attack just so Electrode can hit Ground-type foes without KOing itself. Take Down can be fairly strong with a critical hit, but it is otherwise a painfully mediocre move with low accuracy as well as recoil, and Hyper Beam, while powerful, can leave Electrode susceptible to being paralyzed or KOed if it fails to KO the foe first.

Explosion is Electrode’s main selling point. While Electrode’s base Attack stat of 50 is underwhelming, Explosion is still quite strong, especially if it happens to be a critical hit. Explosion has many desirable targets, such as Dugtrio, Hypno, Tentacruel, and Kadabra, the last of which will always be KOed. However, there are also many Pokemon that Electrode doesn’t want to hit, such as Rock-type Pokemon, sleeping and frozen Pokemon, and, worst of all, Haunter. Electrode is thus a very prediction-heavy Pokemon. As an example, suppose Electrode is face-to-face with a Dugtrio. Explosion can OHKO Dugtrio, especially if Dugtrio took a little chip damage. Dugtrio, (AC) meanwhile, (AC) will deal a minimum of 73% to Electrode with Earthquake. It then becomes This creates a 50/50 situation of whether Dugtrio will switch out to something that can afford to take an in fear of Explosion or stay in and hope Electrode overpredicts by using something like Thunderbolt another move. Electrode creates situations like this a lot, especially if it is played in the middle or late game mid- or late-game. Using Electrode effectively often means making some bold (or lucky) predictions or spending a lot of effort so these predictions aren’t necessary. This volatility can help Electrode take down some important targets with little issue (RC) but also risks the chance that it faints it fainting for naught. If Electrode does hit its desired target, it can organize establishes a better position for its teammates. For example, blowing up on a Tentacruel or Hypno might help Articuno sweep, (AC) while hitting Dugtrio should keep Pokemon like Kadabra and Raichu safe.

Finally, it is worth noting that Electrode can be used serve as a lead. This is partially due to the fact that Electrode has much trouble switching into most Pokemon. While not as consistent as more traditional choices, Electrode can break a few holes earlier in the match (removed period) and help its teammates arrange a sweep by mixing up options like an uncontested (pls specify why lead twave would be uncontested. good lead matchup? threat of boom? combination? something else?) Thunder Wave, STAB Thunderbolt, and powerful Explosion can enable Electrode to make some dents in the opponent’s team and help its teammates arrange a sweep. Conversely, Electrode's high Speed makes it a decent late-game sweeper as well. However, its poor coverage tends to make Pokemon like Dugtrio, Aerodactyl, and Agility users superior options for the role.

[STRATEGY COMMENTS]
Other Options
=============
Thunder is an option open to every Electric-type Pokemon so they can hit a little harder at the cost of some accuracy. Two notable benchmarks for Electrode's Thunder include a possible 2HKO against Vaporeon and a guaranteed 2HKO against Tentacruel, which Thunderbolt misses and only has a 5.4% chance to do, respectively.

Electrode has a number of defensive options such as Light Screen and Rest. These can be used to improve a few particular matchups, such as against other Electric-types. Rest is notable for curing Electrode of paralysis, which is usually fatal for it. Overall, offensive options tend to be a lot more useful.

Substitute can be helpful on such a prediction-reliant Pokemon. For example, it can serve as a nice midground play in situations where Electrode is against something like Dugtrio like the Dugtrio matchup. If Dugtrio switches, Electrode can attack more freely on the next turn, (AC) and if Dugtrio attacks, Electrode will suffer a smaller penalty. However, like the defensive options, it is difficult to find a spot for Substitute, even if it may be useful.

Flash can be somewhat useful at motivating the opponent foe to switch and it can hinder Wrap users. However, Screech and Thunder Wave tend to accomplish these goals better and have superior accuracy.

Checks and Counters
===================

**Ground-type Pokemon**: Ground-type Pokemon are pretty tricky for Electrode, (AC) as they pressure it to either use a weak Normal-type move or Explode Explosion. Golem is Electrode’s worst nightmare, (AC) as it is immune to Thunderbolt and takes roughly 20% from Explosion. Golem can switch into Electrode freely and repeatedly (RC) and fire off a free STAB attack or set up a Substitute. Electrode can threaten Dugtrio with Explosion, but Dugtrio can survive the attack two-thirds of the time and is relatively unafraid of a paralyzed Electrode.

**Grass- and Electric-type Pokemon**: While not quite as bad as Ground-type Pokemon, Grass-type Pokemon also wall Electrode. Thunderbolt deals very little damage to Pokemon like Tangela and Venusaur, so they can goad it into Exploding. Additionally, status moves like Sleep Powder and Stun Spore will hamper Electrode’s usefulness. Electric-type Pokemon are in the same boat as Grass-type Pokemon: they resist Thunderbolt and can paralyze Electrode. While neither really wants to take a Thunder Wave, Electabuzz and Raichu have access to better coverage moves than Electrode, so they will generally win the one-on-one or force an Explosion.

**Paralysis**: Paralysis is a death sentence for Electrode. Electrode is incredibly reliant on its Speed, so taking that away reveals its middling defenses. Paralyzed Electrode can be easily KOed by wallbreakers and sweepers like Dugtrio, Kangaskhan, Persian, Articuno, and so on. Additionally, the 25% chance of full paralysis may also keep a weakened Electrode from managing to Explode before it is KOed.

**Pokemon that Resist Explosion**: Aside from Golem, most common Rock- and Ghost-type Pokemon do not want to switch into Electrode. However, they should be mentioned as having them on a team can cause Electrode to be hesitant having them on a team can still make Electrode hestiate to use Explosion. Additionally, they obviously switch in fairly comfortably if they indeed manage to correctly predict when Electrode finally does blows up.

[CREDITS]
- Written by: [[Volk, 530877]]
- Quality checked by: [[Plague von Karma, 236353], [Sevi 7, 505149]]
- Grammar checked by: [[Finland, 517429], [, ]]

read.gif
1/2 just make sure to address the comment about lead twave being uncontested
 
GP 2/2
[OVERVIEW]

Electrode holds a highly specific niche in the RBY UU metagame. As the game's fastest Pokemon, Electrode is nearly guaranteed to attack before fainting, (comma) provided if it enters the battle safely, even if it doesn't have a very diverse pool of moves those attacks. (this last clause didn't feel particularly well tied in to the rest of the sentence) This Speed is a particularly notable trait, as it most notably allows Electrode to pressure quick tier mainstays like Tentacruel and Dugtrio. Its high Speed also blesses it with a 27.3% critical hit chance, which can elevate its weak attacks to extreme heights; for example, a critical hit Explosion will always OHKO a Hypno. Its high speed and access to consistent paralysis makes Speed and Thunder Wave make it an above average switch into switch-in to Wrap users as well. These attributes also enable Electrode to be used as a lead or even a sweeper in some cases.

Unfortunately, Electrode’s flaws are abundant and quite detrimental. Outside of Explosion, Electrode has very few distinctive moves for an Electric-type Pokemon. Having access to neither Without Body Slam nor or Double-Edge, let alone any diverse coverage move, Electrode is forced to use moves like Take Down just to damage Ground-type Pokemon. Electrode's offenses are also inferior to those of its main competitors, Electabuzz and Raichu. These flaws culminate into Electrode being relatively easy to both wall and KO. As such, using Electrode often boils down to attacking once or twice and then trying to get lucky with Explosion. It is a high-risk Pokemon that requires accurate predictions and a little bit of luck to reap a proportionate reward. (not a big fan of the best explanation of its niche being at the end of its flaws)

[SET]
name: Fast Attacker
move 1: Thunderbolt
move 2: Thunder Wave
move 3: Explosion
move 4: Screech / Take Down / Hyper Beam

[SET COMMENTS]
Set Description
=========
Thunderbolt is pretty much Electrode's only reliable source of damage. Electrode isn't the strongest user of Thunderbolt, but it can still hit common Pokemon like Tentacruel, Dodrio, and bulky Water-type Pokemon for good damage, especially if it scores a critical hit. Assuming the opponent lacks a Ground-type Pokemon, Electrode can reliably paralyze any foe thanks to its high Speed. This is particularly useful for slowing down Agility sweepers like Articuno and Dragonite. Electrode's reliance on Thunderbolt and Thunder Wave encourages Ground-type Pokemon to switch in, so it is wise to run Pokemon that can capitalize on this, such as Gyarados, Poliwrath, or and Tangela, alongside it. Hypno is also likely to switch in against Electrode, making fast sleep users, (comma) such as Venusaur, (comma) good partners as well.

Explosion is Electrode’s main selling point. While Electrode’s base Attack stat of 50 is underwhelming, Explosion is still quite strong, especially if it happens to be a critical hit. Explosion has many desirable targets, such as Dugtrio, Hypno, Tentacruel, and Kadabra, the last of which will always be KOed. However, there are also many Pokemon that Electrode doesn’t want to hit, such as Rock-type Pokemon, sleeping and frozen Pokemon, and, worst of all, Haunter. Electrode is thus a very prediction-heavy Pokemon. As an example, suppose Electrode is face-to-face with a Dugtrio. Explosion can OHKO Dugtrio, especially if Dugtrio took a little chip damage. Dugtrio meanwhile will deal a minimum of 73% to Electrode with Earthquake. This creates a 50/50 situation of whether Dugtrio will switch out in fear of Explosion or stay in and hope Electrode overpredicts by using something else. Electrode creates situations like this a lot, especially if it is played in the mid- or late-game. Using Electrode effectively often means making some bold (or lucky) predictions or spending a lot of effort so these predictions aren’t necessary. This volatility can help Electrode take down some important targets with little issue but also risks it fainting for naught. If Electrode does hit its desired target, it establishes a better position for its teammates. For example, blowing up on a Tentacruel or Hypno might help Articuno sweep, (comma) while hitting Dugtrio should keep Pokemon like Kadabra and Raichu safe.

Screech helps Electrode get the most out of its Explosion. While the move may suffer from an unimpressive accuracy of 84.4%, it can power up Electrode's Explosion immensely; over half the Pokemon prominent in the RBY UU metagame may or will drop faint to Electrode's Explosion after Screech. Not only will key offensive Pokemon like Tentacruel, Dugtrio, and Persian be guaranteed to faint, but bulkier Pokemon like Kangaskhan, Vaporeon, and Gyarados may have a chance as well. This threat incentivizes foes to switch without actually forcing Electrode to blow up, allowing it to potentially use Thunderbolt or Thunder Wave uncontested or bring in a teammate more safely. Screech is also remarkably useful in situations where the foe may be is unwilling or unable to switch, like after it has used a stat-boosting move or when it is the last Pokemon remaining. In these cases, Electrode can be more confident that it will be able to deal large amounts of damage to its desired target.

Despite these Screech's benefits, it is still viable to run an arbitrary Normal-type attack just so Electrode can hit Ground-type foes without KOing itself. Take Down can be fairly strong with a critical hit, but it is otherwise a painfully mediocre move with low accuracy as well as recoil, and Hyper Beam, while powerful, can leave Electrode susceptible to being paralyzed or KOed if it fails to KO the foe first.

Finally, it is worth noting that Electrode can serve as a lead. This is partially due to the fact that because Electrode has much trouble switching into most Pokemon. While not as consistent as more traditional choices, Electrode can break a few holes earlier in the match and help its teammates arrange a sweep by mixing up options like an fast Thunder Wave, STAB Thunderbolt, and powerful Explosion. Conversely, Electrode's high Speed makes it a decent late-game sweeper as well. However, its poor coverage tends to make Pokemon like Dugtrio, Aerodactyl, and Agility users superior options for the role.


[STRATEGY COMMENTS]
Other Options
=============
Thunder is an option open to every Electric-type Pokemon so they can hit a little harder at the cost of some accuracy. Two notable benchmarks for Electrode's Thunder include a possible 2HKO against Vaporeon and a guaranteed 2HKO against Tentacruel, which Thunderbolt misses and only has a 5.4% chance to do, respectively.

Electrode has a number of defensive options such as Light Screen and Rest. These can be used to improve a few particular matchups, such as against other Electric-types. Rest is notable for curing Electrode of paralysis, which is usually fatal for it. Overall, offensive options tend to be a lot more useful.

Substitute can be helpful on such a prediction-reliant Pokemon. For example, it can serve as a nice midground play in situations like the Dugtrio matchup. If Dugtrio switches, Electrode can attack more freely on the next turn, (comma) and if Dugtrio attacks, Electrode will suffer a smaller penalty. However, like the defensive options, it is difficult to find a spot for Substitute, even if it may be useful.

Flash can be somewhat useful at motivating the foe to switch and can hinder Wrap users. However, Screech and Thunder Wave tend to accomplish these goals better and have superior accuracy.

Checks and Counters
===================

**Ground-type Pokemon**: Ground-type Pokemon are pretty tricky for Electrode as because they pressure it to either use a weak Normal-type move or Explosion. Golem is Electrode’s worst nightmare as it is immune to Thunderbolt and because it takes roughly 20% from Explosion. Golem can switch into Electrode freely and repeatedly, and then fire off a free STAB attack or set up a Substitute. Electrode can threaten Dugtrio with Explosion, but Dugtrio can survive the attack two-thirds of the time and is relatively unafraid of a paralyzed Electrode.

**Paralysis**: Paralysis is a death sentence for Electrode. Electrode is incredibly reliant on its Speed, so taking that away reveals highlights its middling defenses. Paralyzed Electrode can be easily KOed by wallbreakers and sweepers like Dugtrio, Kangaskhan, Persian, Articuno, and so on. Additionally, the 25% chance of full paralysis may also keep a weakened Electrode from managing to Explode using Explosion before it is KOed.

**Grass- and Electric-type Pokemon**: While not quite as bad as Ground-type Pokemon, Grass-type Pokemon also wall Electrode. Thunderbolt deals very little damage to Pokemon like Tangela and Venusaur, so they can goad it into Exploding using Explosion. Additionally, status moves like Sleep Powder and Stun Spore will hamper Electrode’s usefulness. Electric-type Pokemon are in the same boat as Grass-type Pokemon: they similarly resist Thunderbolt and can paralyze Electrode. While neither really wants to take a Thunder Wave, Electabuzz and Raichu have access to better coverage moves than Electrode, so they will generally win one-on-one or force an Explosion.

**Pokemon that Resist Explosion**: Aside from Golem, most common Rock- and Ghost-type Pokemon do not want to switch into Electrode. However, having them on a team can still make Electrode hesitate to use Explosion, which they fairly comfortably switch into. Additionally, they obviously switch in fairly comfortably if they indeed manage to correctly predict when Electrode finally blows up.

[CREDITS]
- Written by: [[Volk, 530877]]
- Quality checked by: [[Plague von Karma, 236353], [Sevi 7, 505149]]
- Grammar checked by: [[Finland, 517429], [, ]]
 

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