Rate my Electric Monotype Team!

I like to make weird teams, I knew I wanted to make something with one of my favorites, alolan golem, so I decided on an electric team!


USB-C (Regieleki) @ Heavy-Duty Boots
Ability: Transistor
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Rapid Spin
- Electric Terrain

Your internet bill sky rocket recently? Yeah It's probably this guy, Regieleki is able to clear the field for his motorized buds and set an electric terrain to boost they're STAB electric moves even further! Especially useful for Golem! I'm also experimenting with a screens setter set.

Steel Fists (Iron Hands) @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 208 HP / 108 Atk / 4 Def / 188 SpD
Adamant Nature
- Wild Charge
- Drain Punch
- Fake Out
- Volt Switch

Looking at him gives me Deja vu... But anyways this is a pretty standard set, he's here to solve for the lack of specially defensive members. I've considered swapping volt switch for swords dance, but I do miss the clean switches that Har- I mean Iron Hands can tank.

Area 51 Drone (Magnezone) @ Choice Specs
Ability: Analytic
Tera Type: Electric
EVs: 108 HP / 84 Def / 160 SpA / 156 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Tri Attack
- Volt Switch

No longer a cow mangler, it's flutter mane's biggest fear... I've decided against the sturdy ability in favor of Analytic. Combined with choice specs, he can OHKO a lot of threats. I've also invested a lot of IVs to make him especially bulky to make up for the lack of sturdy(iness.)

Rockenheimer (Golem-Alola) (M) @ Magnet
Ability: Galvanize
Tera Type: Rock
EVs: 144 HP / 172 Atk / 192 SpD
Adamant Nature
- Heavy Slam
- High Horsepower
- Body Slam
- Explosion

The skeleton key, the atom bomb, he goes by many names. Golem can OHKO anything that isn't a ground type. He's bulky enough to at least survive most hits outside of earthquake. And retaliate with body slam or the disgusting base power of explosion.

Mechagodzilla (Iron Thorns) @ Loaded Dice
Ability: Quark Drive
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Pin Missile
- Rock Blast

D dance sweeper that prefers the electric terrain. Combination of pin missle and rock blast have enough coverage to get around most typing's. Earthquake to handle steel types.

Big Bird's Wrath (Zapdos) @ Heavy-Duty Boots
Ability: Static
Tera Type: Electric
EVs: 16 HP / 240 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Thunderbolt
- Hurricane
- Roost

Zapdos in my opinion is a staple on electric teams, he can be swapped in for threatening earthquakes and handle a lot of threats, I opted for hurricane even with a lack of rain as the other options Zapdos gets don't seem that appealing.
 
Hey there. Your team certainly has the pieces needed to become a great team, but some of the sets could use some work.

Alolan Golem --> Rotom-Wash
Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Foul Play

Alolan Golem isn't too good on Electric teams since Rock coverage doesn't hit anything that Electric can't. Rotom-Wash provides a threat against Ground-types while having good defensive attributes, including a much-needed Ground immunity.


Iron Thorns --> Sandy Shocks
Sandy Shocks @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Electric
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
- Earth Power
- Volt Switch
- Stealth Rock
- Spikes

Iron Thorns also struggles on Electric teams for many of the same reasons as Alolan Golem. Sandy Shocks provides a good alternative and can set hazards for your team to break through with.



Set Changes

USB-C (Regieleki) @ Heavy-Duty Boots
Ability: Transistor
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Rapid Spin
- Electric Terrain --> Thunder Wave / Ancient Power

Thunder Wave gives you utility in slowing down faster threats that outspeed everything but Eleki, such as Iron Valiant, while Ancient Power allows you to do something to Ground-types while also hitting Volcarona pretty hard.

Steel Fists (Iron Hands) @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 208 HP / 108 Atk / 4 Def / 188 SpD
Adamant Nature
- Wild Charge
- Drain Punch
- Fake Out
- Volt Switch


Steel Fists (Iron Hands) @ Shuca Berry
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch


The standard Iron Hands set provides some much-needed breaking power for Electric. AV doesn't do much on Electric, since the whole point of the type is to overwhelm your opponent before they overwhelm you. Additionally, Iron Hands has stellar bulk already, letting it eat one or two hits from most of Monotype's main wallbreakers. If you'd like to hit Fairy-types, you can slot Heavy Slam in over Ice Punch, although you'll lose a lot from not being able to hit Ground-types super effectively.

And that's all. Electric is a type that I find mediocre in this metagame, but it certainly has lots of room for innovation. The key to innovation, though, is having a solid base off of which to build from, and that's what these changes aim to give you. Good luck on your Monotype journey.
 
Well you want to use an Alola-Golem team so let's build around that.
Now I'm just gonna post a Gen 7 Sample with Golem Alola, solely to give an idea of how it was used in other gens.
https://pokepast.es/6066b4230bce40b6
The Alola Golem set here is toxic with rocks + 2 attacks, it's a gen 7 trapper we can assume is meant to get rid of some mons such as Ferrothorn. I'm not the biggest fan of this set though. Personally I think the 2 you should think about the most to build the rest of the team around is either a custap sturdy suicide lead with rocks, explosion, and 2 attacks. Or, a set I think you'll find more useful, 3 attacks + Rocks. Alternatively, a special defensive Alola Golem set is also pretty usable.

To get started, we're gonna focus on Golem. If we're using Magnet Pull, we need to think about what's important to trap. The first thing that comes to mind is Goodra-Hisui. Unlike that paste I just posted from old gens, Golem right now if you're gonna use will 100% need either Earthquake, or Body Press for said Goodra.

Here're 4 basic ideas of ways to use golem for now
Golem-Alola @ Air Balloon
Ability: Magnet Pull
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Fire Punch
- Earthquake
- Wild Charge

Golem-Alola @ Choice Band
Ability: Magnet Pull
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Brick Break
- Fire Punch
- Wild Charge

Golem-Alola @ Leftovers/Air Balloon
Ability: Magnet Pull
Tera Type: Water
EVs: 72 HP / 252 Def / 184 Spe
Impish Nature
- Iron Defense
- Body Press
- Rock Blast
- Stealth Rock

Golem-Alola @ Custap Berry
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Explosion
- Stealth Rock
- Wild Charge
- Earthquake
The first set is basically just offensive rocks + 3 attacks with a balloon, it's kinda similar to what you've seen in past gens. The second is a Band set, which coming off Golems 120 attack can pack a punch. The third an Iron Defense trapper set. You see Magnezone run something similar to this pretty often. The main difference here is Golem's access to Rocks, Rock Blast, and higher defense stat. Lastly we have custap Golem - a suicide lead to get rocks and then explode.

:Golem-Alola:
Golem-Alola @ Air Balloon
Ability: Magnet Pull
Tera Type: Water
EVs: 72 HP / 252 Def / 184 Spe
Impish Nature
- Iron Defense
- Body Press
- Rock Blast/Earthquake
- Stealth Rock
This is what I'm gonna land on to build around. When I think of the niche that Golem has, I kinda figure that since it's gonna be running a trapper set, this would be most effective. The speed is to get past Hoodra - while not super common, some hoodra run enough speed to outspeed Corviknight. It's a pretty common benchmark, so while this won't outspeed every Gambit as well, it will outspeed many of them. On Paper I will say you can replace Rock Blast with Earthquake. Coverage wise it's not great, but the idea behind it is to hit some mons such as Klefki harder. It seems more like a filler spot than anything. 252+ Defense also does have some important kill rolls. Most Grounds run special defensive treads. This means that they're max HP and with no attack evs for the most part, the proper play here is to Iron Defense turn 1 and BPress Turn 2. You have a small kill chance with Bpress, whereas Treads' EQ+move it used to break balloon won't be enough to KO Golem.
Golem also has surprisingly solid bulk. A last man standing Kingambit at +2 would need to high roll to KO, whereas you have a 75% chance to ko full offensive Gambit.

Next we need team support. I will start off saying that we will not be using Iron Thorn - double Rock/Electric is way too repetitive typing wise. This following set change was made in the prior post but I think it's a good one:

Steel Fists (Iron Hands) @ Shuca Berry/Lum Berry
Ability: Quark Drive
EVs: 116 Def / 252 SpD / 140 Spe
Adamant Nature
- Swords Dance
- Drain Punch
- Thunder Punch
- Ice Punch/Heavy Slam/Play Rough
Evs to get to the 171 benchmark. Shuca and Ice Punch is pretty much standard but I wanted to present some other options. Especially in the Dark Matchup, Lum Berry and Play Rough can come in handy to help get rid of Sableye, though it'll need to be well timed due to Encore. Shuca is overall better though I'd say, it's an item I think helps more with the common Dragon Dancers in the tier moreso than a ground mirror and often times Iron Hands is the only thing between you losing to a DD sweep

Next we're going to add :Rotom-Wash:

Rotom-Wash @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 212 HP / 48 Def / 248 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Stored Power
- Nasty Plot
- Substitute
This is your main way past Ground teams. Stored Power gets you past Clodsire, hydro for the rest, with the bulk evs to help get setups.

:Zapdos: works fine, you could consider a bulkier set but I think this is good
Big Bird's Wrath (Zapdos) @ Heavy-Duty Boots
Ability: Static/Pressure
Tera Type: Electric
EVs: 16 HP / 240 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave/Substitute
- Thunderbolt
- Hurricane
- Roost
Only change you might want to consider is adding substitute>heat wave, and changing Zap to pressure. Esp vs. bulkier mons, Zap can take advantage of alot with it's natural bulk to get a sub up, and with pressure, it's able to PP stall and force switches.

As you pointed out, Magnezone helps a whole lot with Flutter, but an assault vest would more likely prove more reliable in this sense. Mag can force out Flutters and switch into Moonblast, but without an AV Mag would be worn down far too quickly.
Magnezone @ Assault Vest
Ability: Analytic
Tera Type: Electric
EVs: 168 HP / 68 Def / 60 SpA / 204 SpD / 8 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Tri Attack
- Volt Switch

We're going to keep Regieleki in the last slot as a spinner, however E terrain is a tough fit that should be replaced.
USB-C (Regieleki) @ Heavy-Duty Boots
Ability: Transistor
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Rapid Spin
- Power Gem/Thunder Wave
For now I'm putting Power Gem, the team comes out to something close to the standard with Golem-Alola otherwise replacing Sandy Shocks.

The final paste looks like this: https://pokepast.es/3709b2fa47663bd7
Elec is a type without a whole lot of options in general, and is generally regarded as a bottom tier type in the current meta. The DLC drops in about 2 weeks which should bring some more options to help fill out the type, but as of right now most functioning teams tend to look pretty similar. Iron Thorns tends to feel like a waste of a slot in practice, with it's main niche being a relatively slot Dragon Dancer which can tank a hit or two. Pawmot is a fast Fighting type with the option for Revival Blessing. Sandy Shocks is huge in the Fire matchup, and a solid mon as well.
 
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