Full Electric Boogaloo

This will be my 1st competitive team, so please tell me when I make any kind of mistake.
And to the nature of this team...no it isn't a joke.

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Galvantula @ Focus Sash
Ability: Compoundeyes
EVs: 252 Spd/ 252 HP/ 4 Def
Timid Nature
  • Bug Buzz
  • Volt Switch
  • Thunder
  • Sticky Web
I want to place Galvantula as my lead to set up Sticky Web as hazard. Afterwards I let it either retreat with Volt Switch or if possible finish off the other side with either Thunder, which gets boosted by Compoundeyes or Bug Buzz as Galvantula has a very solid SAtk and Spd. I currently have the biggest problems with Ground-types and Pokemon with Volt Absorb & Lightningrod, but U-Turn doesn't seems to be worth it because of Galvantulas low Atk with this nature.
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Eelektross @ Shell Bell
Ability: Levitate
EVs: 252 HP/ 252 Atk/ 4 Def
Brave Nature
  • Drain Punch
  • Thunder Punch
  • Fire Punch
  • Dragon Claw/ Protect/ Coil
I see Eelektross in this team as the solid fighter, bringing with Thunder Punch and Fire Punch 2 moves which can deal with nearly any type except for Dragon (and some combinations like Ground/ Rock). For those I consider Dragon Claw, yet the defensive qualities of Protect or the buff of Coil let me reconsider it. Finally Drain Punch throws in a 3rd type into the mix and gives Eelektross a tiny bit of sustain in addition.
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Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 172 HP/ 252 SAtk/ 84 Spd
Modest Nature
  • HP Fire
  • Flash Cannon
  • Thunderbolt
  • Protect
What Eelektross is for Atk, Magnezone is for SAtk. Thunderbolt and Flash Cannon are its STAB attacks to wipe out any possible opponent. Protect is for the case when I can predict a potential danger and shield Magnezone from it. And finally HP Fire is for those types which aren't too affected by its STAB moves.
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Lanturn @ Leftovers
Ability: Volt Absorb
40 HP / 252 Def / 216 SDef
Calm Nature
  • Scald
  • Ice Beam
  • Volt Switch
  • Thunder Wave
Lanturn is in this team the Tank, being able to take 1 or 2 hits thanks to its amount of HP and defensive stats. None the less it can deal pretty serious damage thanks to Scald as its STAB move (with Burn as a potential extra), while Ice Beam takes care of several other targets like Grass types. Volt Switch is planned as its ticket back home (and potentially taking some HP of the opponent with it) and Thunder Wave as a present for anyone following up after it as it cuts down the enemies speed (maybe in combination with Sticky Web, leaving pretty much nothing behind) and leaving the enemy with some wasted turns.
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Luxray @ Flame Orb
Ability: Guts
4 HP / 252 Atk / 252 Spd
Jolly Nature
  • Superpower
  • Facade
  • Crunch
  • Wild Charge
Luxray brings another bit of high damage into the team by slowly destroying itself with Flame Orb and so boosting its Atk. This gets paired with Superpower, Facade (which makes double damage due to the Burn) and Wild Charge, which are all high damage skills. To round the set up with a Dark type move Crunch is added as it deals reliable damageand covers nearly the entire field with the other 3 moves.
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Ampharos @ Ampharosite
Ability: Static
252 SAtk/ 252 HP/ 4 Spd
Modest Nature
  • Dragon Pulse
  • Thunderbolt
  • Signal Beam
  • Focus Blast
The Mega of this team. Fantastic SAtk and very good defensive stats are the essence of it, yet it has problems to shine because of its Spd and there Sticky Web and Thunder Wave jump in (hopefully) and save the day. Together with the 4 moves above it can deal with nearly any combination of types and mow them down.
 
I don't really think this team is viable.

Galvantula - This guy is surely perfect. This little bug is capable to dispose off a Charizard in 1 round (as long as it doesn't becomes Charizard X) and place the potent Sticky Web on the field.
Eelektross - This guy is very potent yet I would use Leftovers instead of Shell Bell if you chose Protect. But in general I would use Aqua Tail and U-Turn instead of Dragon Claw and Fire Punch as those can cover more types and use Choise Band to get more out of it.

And now the problem of the team...the remaining 4 are all easy targets to a Jolly Garchomp, which is pretty much in 66% of all teams. As it is pretty much able to 1shot or 2shot all of them, while they can be lucky to get it down after 1 or 2 sacrifices.
 
I thought about this truly strange team and might have found a solution for you...maybe replace Magnezone and Luxray with Rotom and Voltolos as 2 of 6 with a weakness to Earthquake is acceptable.

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For Rotom the Cut, Wash and Heat forms are all usable (maybe Rotom Wash would be a bit redundant as you have Lanturn and Rotom Cut has too many common weaknesses, which maybe makes Heat the best choice).


Thundurus has also merits in both forms, while I might favor the animal form because of its greatly increased SAtk, while only losing small parts of Atk (a rarely used stat for it) and Spd (this is the stat that might hurt more).
 
I'm confused. Is this for OU monotype or just regular OU? Anyway,

  • Your Galvantula is almost standard, but I have no idea why you'd run 252hp on it. That's what sash is for. 252spA and 252spe is better.
  • No idea why you'd ever use shell bell over leftovers on Eelektross
  • Why does specs Magnezone have protect?
  • I feel Lanturn and Luxray are outclassed and can be replaced with better pokemon.
What's more surprising to me is that your mono electric team doesn't pack many of electric's common pokemon used in monotype like Zapdos or Thundurus. An Excadrill rips through your team, outspeeding and being capable of 1hko'ing everything besides Galvantula.
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Galvantula: 255-300 (74.1 - 87.2%) -- guaranteed 2HKO
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Eelektross: 408-480 (109 - 128.3%) -- guaranteed OHKO
252 Atk Mold Breaker Excadrill Earthquake vs. 127 HP / 0 Def Magnezone: 600-708 (192.3 - 226.9%) -- guaranteed OHKO
252 Atk Mold Breaker Excadrill Earthquake vs. 40 HP / 252 Def Lanturn: 372-438 (92.7 - 109.2%) -- 56.3% chance to OHKO
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Luxray: 408-482 (112 - 132.4%) -- guaranteed OHKO
252 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Mega Ampharos: 324-384 (84.3 - 100%) -- 6.3% chance to OHKO
 
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