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Manectric (QC 2/2 GP 2/2)

Jio

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manectric.png


[Overview]

<p>Manectric is an underdog among Electric-types due to its rather shallow special movepool and average Special Attack. However, its base 105 Speed enables it to outspeed a majority of the threats in VGC. Lightningrod gives it an immunity to Electric-type moves and a Special Attack boost when hit by them, allowing Manectric to defend its teammates from threats such as Zapdos, Rotom-A, and Thundurus, by drawing away their STAB moves. What sets Manectric apart from most Electric-types is its access to Flamethrower and Overheat, which allows it to punish most Steel- and Grass-types. While 70 / 60 / 60 defenses seem unappealing, it's a very underrated Pokemon and should not be overlooked as a threat.</p>

[SET]
name: Special Attacker
move 1: Thunderbolt
move 2: Flamethrower / Overheat
move 3: Hidden Power Ice / Hidden Power Grass
move 4: Protect
item: Focus Sash / Life Orb
nature: Timid
ability: Lightningrod
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Thunderbolt is Manectric's most reliable STAB move, and also has a useful paralysis chance. Overheat destroys most Grass- and Steel-types, but the drop in Special Attack drastically reduces Manectric's offensive clout, meaning Flamethrower is a viable alternative; it is much weaker, but is more reliable as it maintains its Base Power and still does reasonable damage to the aforementioned Grass- and Steel-types. Hidden Power Ice is the preferred option for the third moveslot as it provides valuable coverage on Dragon- and Ground-types, but Hidden Power Grass can be used so that Manectric isn't walled cold by Gastrodon. Protect is, as always, helpful in VGC as it enables Manectric to save itself from an attack, provide an opening for your partner, or scout for whatever move
your opponent will use.</p>

[ADDITIONAL COMMENTS]

<p>Due to Manectric's frailty, Focus Sash is the item of choice as it guarantees that Manectric will be able to attack for at least two turns, but Life Orb is usable if you prefer the extra power it delivers. The EV spread simply maximizes Manectric's Special Attack and Speed, with a Timid nature being used as it allows Manectric to outpace a majority of threats in VGC, such as Garchomp, but you can run Modest if you prefer the extra power and have a means of countering these fast threats.In case you decide to use Hidden Power Grass, you should shift 4 EVs from Special Attack to Defense to compensate for a Special Attack IV of 30, as 248 Special Attack EVs round up to the same Special Attack value as it would if it had 252 EVs. Also, the extra 4 EVs in Defense gives Manectric a slightly better chance of surviving most priority moves.</p>

<p>Lightningrod is useful for teams that are weak to Electric-types and Thunder Wave, as Manectric can draw their STAB moves toward itself for a free special attack boost. Due to this benefit, Water- and Flying-types such as Gyarados enjoy having Manectric as a partner, as its presence eliminates one of their main weaknesses, while they can in return aid Manectric by clearing out the Ground- and Grass-types that give it trouble. You can also pair up Manectric with a Volt Absorb user such as Jolteon, and they can both spam Discharge to benefit each other while having a good chance to paralyze both targets. Thundurus makes a good partner too as it is immune to Ground-type attacks, and by being faster than Manectric, it can use Discharge to give Manectric a Lightningrod boost before it moves. Zapdos makes a good partner as well for the same reason, but it also has access to Tailwind to ensure that both Manectric and itself can outspeed faster threats such as Terrakion, Thundurus, and Latios.</p>

[Other Options]

<p>Thunder is viable as Lightningrod makes Manectric a good choice for rain teams, but Overheat and Flamethrower become almost unusable. Switcheroo can be useful for Tricking a Choice item onto a support Pokemon and shutting it down. Signal Beam deals slightly more damage to Latios, Latias, and Hydreigon and has a slight chance of confusion, but Hidden Power Ice or Grass are useful for checking Ground-types with dual typings, such as Garchomp, Gliscor, and Gastrodon. Air Balloon is useful as it gives Manectric an immunity to Ground-type moves as long as it does not get attacked, but its abysmal defenses means it'll be OHKOd by most neutral attacks anyway. Magnet Rise works like Air Balloon and allows Manectric to hold another item, but it only lasts for 5 turns. Electric or Fire Gem can be used to power up Thunderbolt or Overheat respectively, but Life Orb is better as it boosts all of Manectric's attacks consistently.</p>

[Checks and Counters]

<p>The best checks to Manectric are powerful attackers which can either outspeed it or tank its attacks. Tyranitar shrugs off all of Manectric's attacks with ease, and can hit back very hard with STAB Crunch or Rock Slide. Rotom-H resists all of Manectric's moves and can deal heavy damage with STAB Overheat. Special tanks such as Blissey and Snorlax are barely scratched by Manectric, and can wear it down with Seismic Toss and Body Slam, respectively. Yache Berry Garchomp and Landorus are not OHKOed by Hidden Power Ice, and can destroy Manectric with STAB Earthquake; they need to play cautiously if Manectric has an intact Air Balloon, however. Excadrill has no qualms about outspeeding and OHKOing Manectric with Earthquake in the sand, but Manectric can still survive the hit with Focus Sash and KO back with Flamethrower or Overheat. Lastly, Trick Room teams can exploit Manectric's high Speed and put it at a huge disadvantage.</p>
 
I really think that Focus Sash should be moved out of OO, and be slashed on ahead of Life Orb, even you mention it's a glass cannon. Life Orb makes it even more of a one hit wonder, but with Sash, you can get off two nice hits. That's just my two pence on the matter though.
 
You should mention that 4 EVs should be moved from SpAtk to Def when running HP Grass due to it requiring a SpAtk IV of 30. 252 SpAtk won't give it an extra point at Lv. 50.
 
Probably could mention Thundurus as a partner, since it doesn't get murdered by Earthquake and can activate Manectric's Lightningrod with Discharge to give Manectric a +1 Special Attack boost before it moves.

Zapdos is also a good partner for Lightningrod Abuse. While it's base speed is lower than Manectric's, it can provide Tailwind to allow the team to outspeed Pokemon such as Terrakion, Thundurus, or Latios.

Also, a small mistake: it's written as "Lightningrod" in game, not "Lightning Rod", so be sure to make that change.
 
Discussed with Jio on irc, no content problems but he's going to clean up some minor grammatical/formatting mistakes before this goes to Copyediting, otherwise

QC 1 / 2
 
Deletions
Additions / Corrections
Comments


[Overview]
<p>Manectric is an underdog among Electric-types due to its rather shallow special movepool, and pretty low base average Special Attack. However, its 105 base 105 Speed makes enables it to outspeed a majority of threats in VGC. Lightningrod gives it an immunity to Electric-type moves and a Special Attack boost when hit by them, and allowing it to defend its teammates from threats such as Zapdos, Rotom-A, and Thundurus by drawing away their STAB moves. What sets it apart from most Electric-types is its access to Flamethrower and Overheat, however, which allows it to punish most Steel- and Grass-types. While its 70 / 60 / 60 defenses seem unappealing, it's a very underrated Pokemon and should not be overlooked as a threat.</p>

[SET]
name: Special Attacker
move 1: Thunderbolt
move 2: Flamethrower / Overheat
move 3: Hidden Power Ice / Hidden Power Grass
move 4: Protect
item: Focus Sash / Life Orb
nature: Timid
ability: Lightningrod
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Thunderbolt is Manectric's most reliable STAB move, and also has a useful paralysis chance. Overheat is Manectric's most powerful fire type move and allows it to destroys OHKO most Grass- and Steel-types, however but the drop in Special Attack drastically hinders reduces Manetric's offensive clout, meaning Flamethrower is a viable alternative; it is much weaker option, but is more reliable as it maintains its Base Power and still does reasonable damage to the aforementioned Grass- and Steel-types. Due to Manectric's limited special movepool, hidden power ice is useful as it hurts those problematic Ground, Dragon, and grass types for super effective damage; however Hidden Power Grass can be used so you aren't walled by Gastrodon Hidden Power Ice is the preferred option for the third moveslot as it provides valuable coverage on Dragon- and Ground-types, but Hidden Power Grass can be used so that Manectric isn't walled cold by Gastrodon. Protect is, as always, helpful in VGC as it allows it enables Manectric to save itself from an attack, and provide an opening for your partner, or scout for whatever move your opponent will use. Due to Manectric's frailty, focus sash is preferred as it guarantee it'll be able to attack for at least two turns, but Life Orb is usable is you prefer the extra power it delivers. Timid is the preferred nature as it allows it to outpace a majority of threats in VGC such as Garchomp, but a Modest nature can be used if you prefer the extra power and have a means of countering these fast threats.</p> (You should always write about details such as item, nature, ev spread etc only in AC)

[ADDITIONAL COMMENTS]

<p>Due to Manectric's frailty, Focus Sash is the item of choice as it guarantees that Manectric will be able to attack for at least two turns, but Life Orb is usable if you prefer the extra power it delivers. The EV spread simply maximizes Manectric's Special Attack and Speed, with a Timid nature being used as it allows Manectric to outpace a majority of threats in VGC, such as Garchomp, but you can run Modest if you prefer the extra power and have a means of countering these fast threats.</p>

<p>Max special attack and max speed is all Manectric really needs as a special sweeper. Lightningrod is useful for teams that are weak to Electric-types and Thunder Wave, as Manectric can draw their STAB moves toward itself for a free special attack boost. Due to this benefit, Water- and Flying-types such as Gyarados enjoy having Manectric as a partner, as its presence eliminates one of their main weaknesses, while they can in return aid Not to mention water and flying types aid Manectric in by clearing out the Ground- and Grass-types that give it trouble. You can also pair up Manectric with a Volt Absorb user such as Jolteon, and they can both spam Discharge to benefit each other while having a good chance to paralyze both targets. Thundurus makes a good partner too as it is immune to Ground-type attacks, and by being faster than Manectric it can use Discharge to give Manectric a Lightningrod boost before it moves. Zapdos makes a good partner as well for the same reason, but it also has access to Tailwind to ensure that both Manectric and itself can outspeed faster threats such as Terrakion, Thundurus, and Latios to allow them both to get the speed advantage against pokemon like Terrakion, Thundurus, and Latios. In case you decide to use Hidden Power Grass, you should take 4 evs from special attack and place them in def to compensate with the 30 SpA IVs shift 4 EVs from Special Attack to Defense to compensate for a Special Attack IV of 30. (I don't get what you are trying to tell here. Why should you shift 4 SpA EVs to Defense?) Thunder is viable as Lightningrod makes Manetric a good place choice for on rain teams, but Overheat and Flamethrower become almost unusable.</p>

[Other Options]

<p>Switcheroo can be useful for Tricking a Choice item onto a support Pokemon and shutting it down. Signal Beam deals slightly more damage to Latios, Latias, and Hydreigon, and has a slight chance of confusion, however but Hidden Power Ice and Grass are useful for checking Ground-types with dual typings, such as Garchomp, Gliscor, and Gastrodon. Air Balloon is useful as it gives Manectric an immunity to Ground-type moves as long as it does not get attacked, but its abysmal defenses means it'll be OHKOd by most neutral attacks anyway. Magnet Rise works like Air Balloon but only and allows Manectric to hold another item, but it only lasts for 5 turnslasts for 5 turns, but allows Manetric to hold another item. Electric or Fire Gem can be used to power up Thunderbolt and or Overheat respectively, but Life Orb is better as it boosts all of its Manectric's attacks consistently.</p>

[Check and Counters]

<p>Tyranitar can take advantage of its special defense boost to take little from Manectric's attacks. Also Tyranitar can take advantage of Manetric's low defense to do a lot of damage with Rock Slide or Crunch. Rotom-H resists all of its moves and hurts it badly with Overheat. Garchomp and Landorus can beat it down with EarthQuake as hidden power ice wont ko if they're both holding a Yache Berry, however they'll both need to play cautious if Manectric has an Air Balloon. Excadrill can outspeed Manectric with sand storm up and OHKO it, but Excadrill has to be careful of Overheat and Flamethrower. Special walls such as Snorlax and Blissey can both sponge Manectric's attacks and wear it down with Body Slam and Seismictoss respectively. Trick Room puts Manectric at a huge disadvantage as it makes it move last majority of the time due to its high speed.
<p/>

<p>The best checks to Manectric are powerful attackers which can either outspeed it or tank its attacks. Tyranitar shrugs off all of Manectric's attacks with ease, and can hit back very hard with STAB Crunch or Rock Slide. Rotom-H resists all of Manectric's moves, and can deal heavy damage with STAB Overheat. Special tanks such as Blissey and Snorlax are barely scratched by Manectric, and can wear it down with Body Slam and Seismic Toss, respectively. Yache Berry Garchomp and Landorus are not OHKOed by Hidden Power Ice, and can destroy Manectric with STAB Earthquake; they need to play cautiously if Manectric has an intact Air Balloon, however. Excadrill has no qualms about outspeeding and OHKOing Manectric with Earthquake in the sand, but Manectric can still survive the hit with Focus Sash and KO back with Flamethrower or Overheat. Lastly, Trick Room teams can exploit Manectric's high Speed and put it at a huge disadvantage.</p>


I am sorry to say this, but this was pretty sub-par. A lot of your repeated errors were lack of capitalization and incorrect formatting. For instance, it should be Ground-types, Fire- and Flying-types, not ground- types, fire- and flying- types. Another small mistake you did was with the <p> tags - it is </p> to end a paragraph, not <p/>. As such, I highly recommend that you thoroughly go through the Spelling and Grammar Standards thread and the Analysis Formatting Guide to get an idea of how your analysis should be and what are the common errors which you should avoid. Additionally, try and browse through some well-written on-site analyses, such as this and this. Good luck!

contrib_gp.png


GP 1 / 2
 
am gp
status: done

jio said:
[Overview]
<p>Manectric is an underdog among Electric-types due to its rather shallow special movepool and average Special Attack. However, its base 105 Speed enables it to outspeed a majority of the threats in VGC. Lightningrod gives it an immunity to Electric-type moves and a Special Attack boost when hit by them, allowing it Manectric to defend its teammates from threats such as Zapdos, Rotom-A, and Thundurus,(add comma) by drawing away their (add space)STAB moves. What sets it Manectric apart from most Electric-types is its access to Flamethrower and Overheat, however,which allows it to punish most Steel- and Grass-types. While 70 / (add space)60 / (add space)60 defenses seem unappealing, it's a very underrated Pokemon and should not be overlooked as a threat.</p> Got rid of the "however" because it applies a contrast with the last thing you said(which was Manectric's access to Thunderbolt. Flows better without however).

[SET]
name: Special Attacker
move 1: Thunderbolt
move 2: Flamethrower / Overheat
move 3: Hidden Power Ice / Hidden Power Grass
move 4: Protect
item: Focus Sash / Life Orb
nature: Timid
ability: Lightningrod
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Thunderbolt is Manectric's most reliable STAB move, and also has a useful paralysis chance. Overheat destroys most Grass- and Steel-types, but the drop in Special Attack drastically reduces Manectric's offensive clout, meaning Flamethrower is a viable alternative; it is much weaker, but is more reliable as it maintains its Base Power and still does reasonable damage to the aforementioned Grass- and Steel-types. Hidden Power Ice is the preferred option for the third moveslot as it provides valuable coverage on Dragon- and Ground-types, but Hidden Power Grass can be used so that Manectric isn't walled cold by Gastrodon. Protect is, as always, helpful in VGC as it enables Manectric to save itself from an attack, provide an opening for your partner, or scout for whatever move your opponent will use. </p>
[ADDITIONAL COMMENTS]

<p>Due to Manectric's frailty, Focus Sash is the item of choice as it guarantees that Manectric will be able to attack for at least two turns, but Life Orb is usable if you prefer the extra power it delivers. The EV spread simply maximizes Manectric's Special Attack and Speed, with a Timid nature being used as it allows Manectric to outpace a majority of threats in VGC, such as Garchomp, but you can run Modest if you prefer the extra power and have a means of countering these fast threats.</p>

<p>Lightningrod is useful for teams that are weak to Electric-types and Thunder Wave, as Manectric can draw their STAB moves toward itself for a free special attack boost. Due to this benefit, Water- and Flying-types such as Gyarados enjoy having Manectric as a partner, as its presence eliminates one of their main weaknesses, while they can in return aid Manectric by clearing out the Ground- and Grass-types that give it trouble. You can also pair up Manectric with a Volt Absorb user such as Jolteon, and they can both spam Discharge to benefit each other while having a good chance to paralyze both targets. Thundurus makes a good partner too as it is immune to Ground-type attacks, and by being faster than Manectric,(add comma) it can use Discharge to give Manectric a (add space)Lightningrod boost before it moves. Zapdos makes a good partner as well for the same reason, but it also has access to Tailwind to ensure that both Manectric and itself can outspeed faster threats such as Terrakion, Thundurus, and Latios. In case you decide to use Hidden Power Grass, you should shift 4 EVs from Special Attack to Defense to compensate for a Special Attack IV of 30, as 248 Special Attack EVs round up to the same Special Attack value as it would if you it had 252 EVs. Also,(add comma) the extra 4 EVs in Defense gives Manectric a slightly better chance of surviving most priority moves. Thunder is viable as Lightningrod makes Manectric a good choice for rain teams, but Overheat and Flamethrower become almost unusable.</p>

[Other Options]

<p>Switcheroo can be useful for Tricking a Choice item onto a support Pokemon and shutting it down. Signal Beam deals slightly more damage to Latios, Latias, and Hydreigon,(remove comma) and has a slight chance of confusion, but Hidden Power Ice and or Grass are useful for checking Ground-types with dual (add space)typings, such as Garchomp, Gliscor, and Gastrodon. Air Balloon is useful as it gives Manectric an immunity to Ground-type moves as long as it does not get attacked, but its abysmal defenses means it'll be OHKOd by most neutral attacks anyway. Magnet Rise works like Air Balloon and allows Manectric to hold another item, but it only lasts for 5 turns. Electric or Fire Gem can be used to power up Thunderbolt or Overheat respectively, but Life Orb is better as it boosts all of Manectric's attacks consistently.</p>

[Checks and Counters]

<p>The best checks to Manectric are powerful attackers which can either outspeed it or tank its attacks. Tyranitar shrugs off all of Manectric's attacks with ease, and can hit back very hard with STAB Crunch or Rock Slide. Rotom-H resists all of Manectric's moves,(remove comma) and can deal heavy damage with STAB Overheat. Special tanks such as Blissey and Snorlax are barely scratched by Manectric, and can wear it down with Body Slam and Seismic Toss, respectively. Yache Berry Garchomp and Landorus are not OHKOed by Hidden Power Ice, and can destroy Manectric with STAB Earthquake; they need to play cautiously if Manectric has an intact Air Balloon, however. Excadrill has no qualms about outspeeding and OHKOing Manectric with Earthquake in the sand, but Manectric can still survive the hit with Focus Sash and KO back with Flamethrower or Overheat. Lastly, Trick Room teams can exploit Manectric's high Speed and put it at a huge disadvantage.</p>
 
add a line break after [Overview] and before [ADDITIONAL COMMENTS]

not sure if Sir's fixing this, but another look-through won't hurt - all instances of Manetric need to be Manectric

for the AC paragraph, I'd also move the optional changes part (starting with "In case you decide to use Hidden Power Grass") to before the teammates section, and separate teammates into a second paragraph altogether.

oh, and under [SET], the order is item ability nature

gpstamp
 
Special tanks such as Blissey and Snorlax are barely scratched by Manectric, and can wear it down with Body Slam and Seismic Toss, respectively.

Should be:

Special tanks such as Blissey and Snorlax are barely scratched by Manectric, and can wear it down with Seismic Toss and Body Slam, respectively.
 
All the changes have been made. Thank you Sir, sirndpt, and gec :D

Unless there's any other change to make I think this is done.
 
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