Been a while since I did one of these. Anyway, I've finally reached my goal of making a team of every type for Monotype, and while some of them have been alright, there are a few that need serious work. I've asked several times about this particular team in the chatroom, but I never got a satisfying answer. So hopefully, I'll get a better one here. Presenting for your delectation:
Nasty Shock
UB-03 Lighting (Xurkitree) @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hypnosis
- Thunderbolt
- Energy Ball
- Hidden Power [Ice]
What better way to start off a villainous Electric team than with the Electric Ultra Beast? Xurkitree (Code name UB-03 Lighting) is not to be taken lightly. With Z-Hypnosis, it gains enough speed to breeze past all but the fastest of Choice Scarfers (and putting an opponent to sleep doesn't hurt, either). With BoltBeam coverage and Energy Ball for Ground types, it's hard to stop this fellow from sweeping once it's allowed to set up.
Phantom Raikou (Raikou) @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Extrasensory
- Shadow Ball
- Hidden Power [Ice]
The tricky Zoroark has formed another phantom, and this one joins Xurkitree in its rampage of destruction. Phantom Raikou has the bulk that Xurkitree lacks, allowing it to tank hits and retaliate with BoltBeam coverage as well as extra surprises for Ghost and Fighting types.
Amore (Eelektross) (F) @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- U-turn
- Wild Charge
Two Assault Vests on the same team? What madness is this, I hear you ask? Well, Phantom Raikou is a special sweeper, and Amore is a physical sweeper, so there. The slippery eel enjoys immunity from Ground attacks (with the exception of Mold Breakers), and she can give some opponents a headache by disarming them with Knock Off or maintaining her staying power with Drain Punch. U-Turn allows her to make a quick getaway should things become too intense.
Kanbei (Golem-Alola) (M) @ Focus Sash
Ability: Galvanize
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Explosion
- Stealth Rock
- Earthquake
- Stone Edge
Against Hyper Offensive teams or teams where there's no designated hazard setter, Kanbei is usually the first on the front lines. Focus Sash allows him to set up rocks without fear of being KOed by the opponent, and EdgeQuake coverage comes in handy should it survive long enough to take advantage. But one it feels like his time is up, he'll be sure to give his foes a Galvanized goodbye blast.
Proton (Magnezone) @ Air Balloon
Ability: Magnet Pull
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Magic Coat
- Volt Switch
- Flash Cannon
- Toxic
And this is where it starts to get tricky. See, against teams that have hazard setters, Proton is one of the only available forms of hazard control Electric has to offer (other than Zapdos, who doesn't really fit on a villain team). Magic Coat repels the opponent's hazards back, and while they set them up again, Proton spreads some Toxic to break any sashes and decrease their survivability. It can also Volt Switch away while the opponent is resetting their hazards, giving the rest of the team momentum. Flash Cannon provides it with some STAB coverage as well. As a form of hazard control, it's functional, but not ideal. This mon is the one I'm most flexible about changing.
Kato (Vikavolt) (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Bug Buzz
- Thunderbolt
- Thunder Wave
- Roost
Those that complain about Vikavolt's speed clearly don't know how to use it properly. Trusty Kato here may lack the typing some tanks truly benefit from, but he makes up for that with his sheer bulk and power. He can spread paralysis around using his Thunder Wave, thus making speed a non-issue. Bug Buzz deals a lot of damage to Grass types that usually give Electric teams trouble. And should he be damaged, he can just Roost things off.
As it stands, this team isn't terrible, and it does have a few victories under its belt. The problem comes down to hazard control. Does this team really need it? Or should I scrap the whole thing and make a heroic Electric team that has proper hazard control through Zapdos? I hope I can get an answer from you fine folks soon.
Nasty Shock
UB-03 Lighting (Xurkitree) @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hypnosis
- Thunderbolt
- Energy Ball
- Hidden Power [Ice]
What better way to start off a villainous Electric team than with the Electric Ultra Beast? Xurkitree (Code name UB-03 Lighting) is not to be taken lightly. With Z-Hypnosis, it gains enough speed to breeze past all but the fastest of Choice Scarfers (and putting an opponent to sleep doesn't hurt, either). With BoltBeam coverage and Energy Ball for Ground types, it's hard to stop this fellow from sweeping once it's allowed to set up.
Phantom Raikou (Raikou) @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Extrasensory
- Shadow Ball
- Hidden Power [Ice]
The tricky Zoroark has formed another phantom, and this one joins Xurkitree in its rampage of destruction. Phantom Raikou has the bulk that Xurkitree lacks, allowing it to tank hits and retaliate with BoltBeam coverage as well as extra surprises for Ghost and Fighting types.
Amore (Eelektross) (F) @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- U-turn
- Wild Charge
Two Assault Vests on the same team? What madness is this, I hear you ask? Well, Phantom Raikou is a special sweeper, and Amore is a physical sweeper, so there. The slippery eel enjoys immunity from Ground attacks (with the exception of Mold Breakers), and she can give some opponents a headache by disarming them with Knock Off or maintaining her staying power with Drain Punch. U-Turn allows her to make a quick getaway should things become too intense.
Kanbei (Golem-Alola) (M) @ Focus Sash
Ability: Galvanize
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Explosion
- Stealth Rock
- Earthquake
- Stone Edge
Against Hyper Offensive teams or teams where there's no designated hazard setter, Kanbei is usually the first on the front lines. Focus Sash allows him to set up rocks without fear of being KOed by the opponent, and EdgeQuake coverage comes in handy should it survive long enough to take advantage. But one it feels like his time is up, he'll be sure to give his foes a Galvanized goodbye blast.
Proton (Magnezone) @ Air Balloon
Ability: Magnet Pull
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Magic Coat
- Volt Switch
- Flash Cannon
- Toxic
And this is where it starts to get tricky. See, against teams that have hazard setters, Proton is one of the only available forms of hazard control Electric has to offer (other than Zapdos, who doesn't really fit on a villain team). Magic Coat repels the opponent's hazards back, and while they set them up again, Proton spreads some Toxic to break any sashes and decrease their survivability. It can also Volt Switch away while the opponent is resetting their hazards, giving the rest of the team momentum. Flash Cannon provides it with some STAB coverage as well. As a form of hazard control, it's functional, but not ideal. This mon is the one I'm most flexible about changing.
Kato (Vikavolt) (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Bug Buzz
- Thunderbolt
- Thunder Wave
- Roost
Those that complain about Vikavolt's speed clearly don't know how to use it properly. Trusty Kato here may lack the typing some tanks truly benefit from, but he makes up for that with his sheer bulk and power. He can spread paralysis around using his Thunder Wave, thus making speed a non-issue. Bug Buzz deals a lot of damage to Grass types that usually give Electric teams trouble. And should he be damaged, he can just Roost things off.
As it stands, this team isn't terrible, and it does have a few victories under its belt. The problem comes down to hazard control. Does this team really need it? Or should I scrap the whole thing and make a heroic Electric team that has proper hazard control through Zapdos? I hope I can get an answer from you fine folks soon.