[MONOTYPE] Electrification

Hey folks!


Electric has always been my favorite type, and this generation is being awesome for it. New Pokémon with new type combinations and immunities (Dedenne and Heliolisk), new useful moves (Electric Terrain and Sticky Web), the chance to remove hazards with Defog Zapdos and two new Mega Evolutions. It's never been so funny to use a mono electric!

I created this team to play OU Monotype and I'm very happy with it, but I'm facing some threats I can't deal with and I would like some comments :)



Preview



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Team building process



The idea of the team is to be loyal to the Electric base: awesome special attack and speed.

My first choice was my favorite electric: Thundurus. Not much to say about this thunder-genie and its amazing stats and movepool.

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Then I wanted to try one of the best things XY brought to the game: Mega Evolution.
Even though the idea of having a Dragon type on the team still on my mind, one of the core of the team is to be fast. Mega Manectric has everything I could expect from a team mate: awesome base stats and a more-than-useful ability, to lower the attack from Earthquake users.

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Next step was my defensive core. First I thought about the one and only Bold Rotom-W, but I really prefer Zapdos over Rotom-W for a defensive wall (even more than Magnezone!). On the other hand, Assault Vest Rotom-W, with its 107 base SDEF and only one weakness, could be a great special wall.

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And now is the part I took the longer. With so many good sweepers, which ones should I chose?

The first try was with other of my favorite Electric: Magnezone. It has my two favorite types in the game, great defense and three amazing abilities who can trick the opponent. But again, its speed is is not good enough for this very fast team. So I thought about one of the best updates this monotype received this generation: Sticky Web! Yes, with Galvantula, Magnezone could have the role it deserves: be awesome!

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Then I figured out I didn't have any physical attacker! Yeah, the team was solid enough and with a good general coverage, but I could do nothing to special walls. Magnezone was struggling a bit to find a place on the team, even with the help from Galvantula, so I decided to replace it for the best electric physical sweeper: Electivire!

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Sticky Web was no longer needed, once the whole team is fast enough for the main purpose. To make the special side even more destructive, I replace the tarantula for the powerful Choice Specs Jolteon.

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The team was doing great this way, until I was completely walled by a Cosmic Power Clefable. I had nothing super effective again fairies.

The only solution I could find at this point was replace Electivire for a Luxray with Iron Tail. Not a big loss in attack stat, but a huge one with speed. Then, as I didn't have any Scarf on the team, Scarf Luxray is doing a great job here.

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In depth



Djinn (
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) (M) @
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Ability: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Thunderbolt
- Focus Blast
- Substitute
- Nasty Plot​

It is my main choice for lead when I see a potential hazzard setter on the opponent's team. Not to prevent them to use it with Taunt, but to start the setup of Subs+Nasty Plot. No one likes to face a +2 Thunderbolt from Thundurus and it's rare to outspeed it without Scarf. Still not sure about the Focus Blast over HP Ice (specially because I hate to rely on its accuracy), but it's been more useful this way.
Replaced Leftovers for Life Orb, for a bigger damage, and the EV in Def to hold a bit better possible Stealth Rocks.


Raiju (
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) @
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Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunderbolt
- Flamethrower
- Volt Switch
- Hidden Power [Ice]​

Standart set, not much to say about it.
It's my other choice for lead, to mega evolve as soon as possible and enjoy its amazing ability.
Volt Switch works pretty good with Rotom-W to hit hard and change for the defensive core, Thunderbolt for massive damage and HP Ice Dragons.
I prefer Flamethrower over Overheat to avoid the drop on special attack and unnecessary swap.


Electhor (
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) @
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Ability: Pressure
EVs: 248 HP / 236 Def / 24 Spd
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave

My great physical wall.
As my team is full of Volt Switch, it's more than necessary a way to clean the field from hazards. The buff of Defog was great for mono Electric that now can use it thru Zapdos.
I'm running a PP stealing set with Pressure+Roost with the main purpose of finish the PP of Stone Edge, its main (and I would say the only) weakness. With a help from Toxic, this guy can be really, really annoying.
I replaced Toxic for Heat Wave for a better coverage, once I was not using Toxic often.


Electrolux (
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) @
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Ability: Levitate
EVs: 223 HP / 56 SAtk / 220 SDef
Modest Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Dark Pulse​

The best Pokémon on the OU nowadays couldn't be out of my team.
With just one weakness to the non common Grass type, Rotom-W is a great choice to my special wall.
Volt Switch for the core with Manectric, Hydro Pump for STAB, HP Grass for Water/Ground types and Dark Pulse just for coverage, once I can't use Pain Split or Will-o-Whisp due to Assault Vest.


Smilodon (
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) (M) @
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Ability: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Rash Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Extrasensory
- Aura Sphere
- Hidden Power [Ice]
Replaced over Jolteon for more power and coverage, specially because I had nothing to deal with Venusaur (HP Ice makes it laugh).
I could run Thunderbolt over Aura Sphere, once Luxray have Superpower, but Volt Switch has a good base too and I'm not missing more power. Also, Aura Sphere is more reliable than Superpower for physical walls such as Ferrothorn.



Lynx (
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) @
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Ability: Guts
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Wild Charge
- Superpower
- Crunch
- Iron Tail​

This is the weirdest Pokémon from my team. And the weirdest part is: it works!
It has the coverage I need, with Superpower and Iron Tail, and to overcome its poor Speed and give my team a revenger killer, Choice Scarf if the ideal choice.
Guts is good to absorb status, and after it boosts its attack it gets insane!
Unfortunately I had to gave up on the Toxic Orb to use Choice Scarf, but it's not uncommon to see Will-o-Whisp or Toxic.



Threats



The main problem I'm facing with this team is bulky setup Pokémon, like Curselax and Cosmic Power Clefable. I have not to deal with that, and it's hard to sacrifice one of my Pokémon just for this kind of set.

Also, I don't have any priority. Quick Attack is such a waste...



Possible changes


Raikou over Jolteon - For a stronger SAtk and a wider movepool, with Extrasensor and Aura Sphere

Heat Wave over Toxic on Zapdos - I could do anything to Excadril, and it really pissed me off!

Safety Goggles over Leftovers on Thundurus - First because I have 2 Levtovers on the team, and because without Electivire and its Vital Spirit I have nothing to put infront a Breloom without fear Spore.

Roar over Crunch on Luxray - The only way I found to deal with bulky settupers.



* Current changes are in red on the post



Importable
Code:
Spike (Jolteon) (M) @ Choice Specs
Ability: Volt Absorb
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Volt Switch
- Shadow Ball
- Hidden Power [Ice]
- Signal Beam

Raiju (Manectric) (M) @ Manectite
Ability: Lightningrod
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flamethrower
- Volt Switch
- Hidden Power [Ice]

Lynx (Luxray) (M) @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Wild Charge
- Superpower
- Crunch
- Iron Tail

Electrolux (Rotom-Wash) @ Assault Vest
Ability: Levitate
EVs: 223 HP / 56 SAtk / 220 SDef
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Hidden Power [Grass]
- Dark Pulse

Djinn (Thundurus) (M) @ Leftovers
Ability: Prankster
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Focus Blast
- Substitute
- Nasty Plot

Electhor (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 236 Def / 24 Spd
Bold Nature
IVs: 0 Atk
- Thunderbolt
- Roost
- Defog
- Toxic


It's my first post/RTM ever. Hope It's good.
Thank you for reading :D


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The main problem with the electric type in monos is coverage. Only one weakness, usually overcome by use of flying types and levitate is nice, however the lack of coverage moves is definitely a problem. Since mono teams aren't exactly competitive outside of monos, I'm approaching this RMT assuming you intend to use this in monos. The electric type stab is nice, but lack of things to hit grass, dragon, and ground types will definitely also come into play. This is where ice moves tend to shine, for the bolt beam coverage, along with other specialized coverage (things like heat wave, flash cannon, aura sphere, etc on the things that get them). Be prepared to have completely random crap (like Blissey or Scrafty) wall your entire team because you lack the coverage to handle them. Raikou is a lot better than Jolteon, because of the coverage issues.

The other major issue is special walls. Electric type gets very few decent physical attackers. Best ones to use IMO are Thundurus (who'd usually run mixed still) and Electivire. Eelectross and Luxray can be OK too.

Another issue is strong dragon type attackers, like Garchomp, can easily put a dent in your team. Since you have nothing that can switch into an outrage or something, consider using Rotom-w as a dual screener instead. This will give you much needed survivability and allow more turns of setup. If you want something with lots of power and many much-needed resistances, consider using Magnezone. 4x ground weakness kinda sucks but it has far more useful resistances than anything else the Electric mono gets. For the mono, I'd suggest either using Sturdy or Analytic over Magnet Pull, because Steel types are (mostly) not a threat to your team at all. Stab Flash Cannon wrecks things that you otherwise would not have the coverage to deal with (Rock, Ice, Fairy types mostly).

Another thing worth looking into is Galvantula. It's the only electric type with Sticky Web, is neutral to ground due to its bug typing (but still pretty frail), and has access to useful coverage moves that are standard to bug types (Bug Buzz, Giga Drain/Energy Ball).

Hope this helps. :)
 
Hey there, I'm here to rate your team :) Can I just say, some of the suggestions you made are pretty nice and I'm going to confirm Raikou > Jolteon is one of them!
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Raikou @ Choice Specs
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Extrasensory/Aura Sphere

JDrak said:
and a good ability to neutralize Electric moves that could hurt Thundurus and Zapdos.
^^I don't think that is too much of an issue on a mono electric team to be honest, so you aren't losing too much in the ability section
Raikou has a higher BST overall reaching a total of 580 unlike Jolteon with a mere 525. Raikou also has more natural bulk which is always nice. Thunderbolt with the combination of the Choice Specs is a hard hitting STAB move so it is pretty much essential and preferred on the set. Volt Switch is what I have chosen, rather that Aura Sphere is allowing you to gain switch initiative and build up momentum for your team. It lets you get of a decent amount of damage with the combination of the Choice Specs without being forced to just switch and have an opponent get a free set up without taking any damage. HP Ice is obviously for the coverage to Dragon types and Ground types. Extrasensory/Aura Sphere help in different situation, you'll have to switch between the two and see which one works out for you. I personally use Extrasensory on mine.

Life Orb > Leftovers and 4 Def > 4 HP
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Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 Def
Timid Nature
- Thunderbolt
- Thunder Wave/Focus Blast
- Nasty Plot
- Hidden Power [Ice]/Substitute

The reason for 4 Def is pretty simple, Thundurus is weak to Stealth Rocks. With the Defense EVs instead, it allows Thundurus to come in four times(without taking damage) and survive with 2%, with 4 HP invested which is what you are currently using, it only allows it to come in three times, as the fourth will be the turn it dies due to it taking 25% every time it comes in. The Life Orb provides the most out of the power you are getting with the hopeful Nasty Plot boost, don't get me wrong, nothing is wrong with Leftovers on this set, due towards having Substitute but feel free to try it out and see what works best. Can I also suggest HP Ice and Thunder Wave, it is a shame to have to waste a turn getting up a Nasty Plot, to find out you have to switch due to struggling to hit Ground, Grass or Dragon types hard enough. Thunder Wave is just a great support but you lose out on coverage.

JDrak said:
Heat Wave over Toxic on Zapdos - I could do anything to Excadril, and it really pissed me off!
Completely your choice and your team lacks some Fire aside from Manectric which may cause a problem in the long run with Mono Grass, relying too much on having to use HP Ice. Toxic and Heat Wave are both fine choices on Zapdos, here is the set you are wanting...
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Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 236 Def / 24 Spd
Bold Nature
- Heat Wave
- Thunderbolt
- Roost
- Defog


JDrak said:
Roar over Crunch on Luxray - The only way I found to deal with bulky settupers.
Also seems like a good choice in the long run. Also I know you were most likely looking for a physical Electric types but consider replacing with these Pokemon
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Since mono teams aren't exactly competitive outside of monos, I'm approaching this RMT assuming you intend to use this in monos

Exactly.

Since you have nothing that can switch into an outrage or something, consider using Rotom-w as a dual screener instead

Never thought about that. I'll definitely try this one:

Rotom-Wash @ Light Clay
Ability: Levitate
EVs: 223 HP / 56 Def / 220 SDef
Calm Nature
- Volt Switch
- Reflect
- Light Screen
- Pain Split

Hey there, I'm here to rate your team :) Can I just say, some of the suggestions you made are pretty nice and I'm going to confirm Raikou > Jolteon is one of them!

I replaced it, and it's doing better :) Specially because the Extrasensory.

But I'm using with Aura Sphere over Thunderbolt, for a wider coverage.

Life Orb > Leftovers and 4 Def > 4 HP

I replaced with the suggestions. Life Orb if really greater on this set.

I tried replace Subs for HP Ice, but I think I miss more the Substitute :/

Completely your choice and your team lacks some Fire aside from Manectric which may cause a problem in the long run with Mono Grass, relying too much on having to use HP Ice.

That's right. I don't really need Toxic that much on this team, and Heat Wave is helping me a lot!



Thank you guys for the suggestions :)
 
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