Banner and Text by Moosical
Hey, it's GoldenTorkoal with another RMT, this time about an Electric team built around Mega Manectric that i've used a lot before USUM came out. Last generation, Mega Manectric was an almost every Electric team (faced competition as the mega from Mega Ampharos) and those teams didn't even guarantee the type a spot between middling type, but Electric teams have managed this generation to become a middling type with its standard archetype of Alolan Golem/Tapu Koko/Alolan Raichu/Zapdos/Rotom-W/Magnezone, which doesn't really need the presence of Mega Manectric because Tapu Koko provides those teams with a fast special pivot with Electric/Ice coverage while Zapdos and Magnezone have Fire-type coverage. Despite those aspects, i wanted to try Mega Manectric out because it's even faster than Tapu Koko and it's a huge threat for types like Flying, Steel, Bug and Water. This team was originally built by smub so s/o to him. Let's take a deep look at 'Electromagnetic'.
Mega Manectric is what i wanted to build my Electric team around. On paper it seems like Electric has the tools Mega Manectric offers covered with the combination of Tapu Koko as a fast special pivot with Electric/Ice coverage and Zapdos+Magnezone as Pokemon with Fire-type coverage, however Mega Manectric opens the door for running a really fun and unexpected physical Tapu Koko which can lure out threats such as Alolan Muk and Chansey. Mega Manectric has access to valuable Fire-type coverage moves like Overheat and Flamethrower which combined with Hidden Power Ice and STAB Electric-type moves, makes it one of the best and fastest pivots in the metagame.
As i've spoiled above, Tapu Koko was the next to be added since it's the most essential Pokemon on Electric teams having an irreplaceable role setting Electric Terrain upon switch in to increase the power of Electric-type moves by 50%. I opted to run a physical Tapu Koko because i already had Mega Manectric as the fast special pivot with Electric+Ice coverage, which combined with the Electrium-Z can lure out Pokemon like Alolan Muk and Chansey, opening the door for Mega Manectric. Tapu Koko can learn U-turn, which allows it to form a solid VoltTurn core with Mega Manectric.
After adding Tapu Koko, the team required the best form of speed control Electric teams have access to: Alolan Raichu. Alolan Raichu is a very good asset for Electric teams thanks to its ability, Surge Surfer, which doubles its Speed under Electric Terrain allowing it to outspeed the entire metagame. Alolan Raichu is also the Pokemon that makes Electric capable of beating Ground teams with the combination of Grass Knot (for Hippowdon and Seismitoad) and Focus Blast (ensures the OHKO on Excadrill, which is outsped by Alolan Raichu under Electric Terrain despite the sand). Another big tool that Alolan Raichu has brought to Electric teams is its Psychic typing, threatening Mega Venusaur with Psychic which otherwise would be a pain to deal with for Electric teams.
Now the team required a defensive backbone to support the rest of the team, providing one of the most valuable tools for Electric teams: immunity to Ground-type moves. Rotom-W acts as a check for physical attackers like Terrakion and Excadrill (be careful of Moldbreaker when playing against Steel) with Will-O-Wisp, being very useful against Flying or Ground. Zapdos' part Flying typing helps with those threatening Ground-type moves and can remove hazards with Defog (Spikes+Toxic Spikes just murder these type of teams). Appart from Alolan Raichu, this defensive core is the most reliable way to beat Choice Scarf Excadrill.
Finally, the team needed Stealth Rock support to ease the job of the offensive core and Alolan Golem is with no doubt the best fit for that role. Galvanize+Return from Adamant Alolan Golem under Electric Terrain is no joke, leaving it far from being a passive Stealth Rock setter. Alolan Golem also acts as an emergency revenge killer for Volcarona, which is a huge threat for the team.
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
Mega Manectric is one of the fastest pivots in the metagame with 135 base Speed, which combined with its 135 base Special Attack makes that only a few Pokemon don't care about taking a STAB Thunderbolt under Electric Terrain support from Tapu Koko. Volt Switch is another STAB move that allows Mega Manectric to gain momentum for the team while dealing chip damage to foes, forming a nice VoltTurn core with its best partner: Tapu Koko. Using Volt Switch allowed me to pivot to Tapu Koko and Alolan Raichu, when facing Chansey and Mega Venusaur respectively. Hidden Power Ice is coverage to hit Ground- and Dragon-types, such as Landorus and Latios, which are either immune or resist Electric-type moves such as Thunderbolt or Volt Switch. This also eases even more the Flying matchup, with Hidden Power Ice hitting Pokemon like Gliscor, Landorus-T and Dragonite. That's why the combination of Thunderbolt and Hidden Power Ice almost ensure the win in this matchup, barring faster threats such as Choice Scarf Landorus-T and Mega Aerodactyl. Overheat is Fire-type coverage that Mega Manectric should aim to use against opposing Steel-types such as Ferrothorn, Mega Scizor and Jirachi. It's precisely the combination of Electric- and Fire-type coverage what draws Mega Manectric as a big threat for Steel teams. Lightning Rod is the preferred ability before megaevolving to boost its Special Attack when hit by an Electric-type move, something that helps a lot against Xurkitree (on paper it mat not seem like a huge threat but believe me, if you don't play carefully Xurkitree can sweep the team). Intimidate is the ability after megaevolving, helping Mega Manectric to take some hits from the physical side.
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
Tapu Koko is the Pokemon you should always run when building an Electric team. It has been one of the greatest additions that SM brought with an incredible speed tier, an ability that boosts Electric-type moves and a wide range of useful moves. This time i opted for using a mixed set instead of the standard magnet/life orb Tapu Koko. Wild Charge combined with Electrium-Z under Electric Terrain is a one-time use nuke that deals considerable damage to opposing walls, and can surprise opponents that expect that standard Tapu Koko i've just mentioned. This Gigavolt Havoc can get Chansey and Alolan Muk out of the way if they aren't expecting this physical Tapu Koko, opening the door for Alolan Raichu, although you should take into account that the opponent can pivot into Diggersby and Mega Venusaur/Nidoking respectively to scout for the Electric-type move. Taunt is a very useful utility move that fills three important roles: avoid opposing hazards such as Sticky Web from Galvantula and Stealth Rock from Jirachi, prevent walls such as Cradily and Chansey from recovering its health and prevent getting statused. I opted for Hidden Power Ice and Naive nature instead of Brave Bird and Jolly nature, because i found more useful being able to hit effectively Ground-types like Diggersby and Nidoking than having a move only to hit Mega Venusaur. Finally U-turn means Tapu Koko can form a solid VoltTurn core with Mega Manectric, supporting its STAB Electric-type moves with the Electric Terrain resulting from its ability.
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD /252 Spe
Modest Nature
IVs: 0 Atk
Alolan Raichu was the most important addition for Electric teams appart from Tapu Koko. Its ability, Surge Surfer, combined with with the Electric Terrain set by Tapu Koko allows Alolan Raichu to outspeed the entire metagame even running a Modest nature. Having the room to run a Modest nature is really important because Alolan Raichu's base Special Attack is mediocre (95) so it needs that extra power. Thunderbolt is its best STAB Electric-type, hitting hard under Electric Terrain to everything that doesn't resist Electric-type moves, mainly Water- and Flying-types such as Empoleon and Mega Aerodactyl (this last one is not very common, but with Earthquake and Stone Edge it poses a threat to the team). Psychic is the other STAB move chosen, improving a lot the matchup against Poison and Fighting. Electric teams' best way to deal with Mega Venusaur before the arrival of Alolan Raichu was Choice Specs Magnezone, which wasn't a reliable way to deal with it. That part Psychic typing of Alolan Raichu and its ability is what have let Electric climb to the middling types from the bottom types it was among last gen. Appart from Mega Venusaur, Psychic also lets the team having an easier time against Nihilego and Terrakion. Focus Blast is Fighting coverage used to hit Steel-types like Ferrothorn and Excadrill, being this last one outsped and OHKO under Electric Terrain even with the sand. Focus Blast is also useful for threats like Kyurem-B and Rock-types like Cradily and Tyranitar. Grass Knot is the last coverage move chosen to deal with Water-type Pokemon that are immune to Electric-type moves such as Mega Swampert and Seismitoad, as well as heavy Ground-types like Hippowdon.
Rotom-Wash @ Leftovers
Ability: Levitate
EVS: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
Rotom-W is the first member of the defensive backbone of the team, providing a Ground immunity thanks to its ability: Levitate. It acts as a physically defensive pivot (base 107 in both Defense and Special Defense, but base 50 HP) that can check and cripple physical attackers with Will-O-Wisp like Mega Altaria (if it's not running Refresh or Heal Beal), Terrakion, Landorus-T, Excadrill (be careful with Moldbreaker), Mamoswine and Diggersby. Hydro Pump is a powerful STAB Electric-type move that hits super effectively a good portion of the Pokemon mentioned above (Rock- and Ground-types) as well as Fire-types like Alolan Marowak, which is really hard to deal with because of Lightning Rod. Volt Switch is the STAB Electric-type move chosen with the purpose of gaining momentum for the team while dealing some chip damage, as well as not being completely walled by Volcanion. In the last slot, i chose Pain Split to have some sort of recovery but Toxic provides another status move to wear down threats like Mega Latias and Mega Charizard X.
Ability: Pressure
EVs: 252 HP / 16 Def / 132 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
Zapdos is the second member of the defensive backbone, providing another Ground immunity due to its part Flying typing. The main role that Zapdos fills for the team is its ability to remove entry hazards with Defog, a key asset for a team which relies on pivoting with Volt Switch and U-turn. Spikes, Toxic Spikes and Stealth Rock are very annoying for teams like this. Discharge is the STAB Electric-type move run, although you can run Volt Switch if you feel like it gives more to the team; i prefer the more power and the probability of paralyzing. Roost is a must for reliable recovery, and for the last slot Heat Wave can be run to hit Steel-types like Ferrothorn and Excadrill but Toxic is an alternative to increase you chances against Volcarona, Mega Latias and Mega Charizard X.
Golem-Alola @ Focus Sash
Abillity: Galvanize
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
Alolan Golem is the last member of the team, but not the least important. Stealth Rock supports its offensive teammates, being extremely useful against types like Fire and Bug that include threats like Mega Charizard X and Volcarona. Stealth Rock is also very important to wear down Choice Scarf Nihilego to put it in range of Psychic from Alolan Raichu. Return becomes a STAB Electric-type move thanks to Galvanize, and to illustrate its power: 252+ Atk Galvanize Golem-Alola Return vs. 248 HP / 252+ Def Eviolite Chansey in Electric Terrain: 412-486 (58.6 - 69.1%) -- guaranteed 2HKO after Stealth Rock. Alolan Golem is also an emergency check for threats like Volcarona, Kyurem-B, Mega Charizard X and Nihilego, if it manages to preserve its HP at full and the Focus Sash intact. Stone Edge is its best STAB Rock-type move and it's used to hit Pokemon that don't care about Return or Earthquake. Earthquake is coverage for Nidoking and Dragalge, but Explosion can be run to avoid Armaldo and Avalugg using Rapid Spin.
I've had a lot of fun with this team despite not being one of the best types to use. Electric has always been one of my favourite types and being able to play it and see its improvement from last gen has been a great experience. Mega Manectric might not be the best option for Electric teams, but it's still a good offensive Pokemon that destroys on its own types likes Flying and Steel (this last one makes me very happy, no love for Steel). Thanks for reading!
I know this thing is not very common, but Mega Beedrill is a threat for this team. It has an Adaptability-boosted U-turn to pivot and wear down Rotom-W, Poison Jab to deal as much damage as possible also boosted by Adaptability and Drill Run for coverage. Mega Beedrill is also faster than the entire team except from Alolan Raichu under Electric Terrain. Preserve Tapu Koko and Alolan Raichu or you'd be in trouble.
Mega Tyranitar is one of the biggest threats for the team, having access to Dragon Dance to boost its Attack and Speed while having a very respectable bulk (100/150/120) with its Special Defense being boosted by the Sandstorm provided by its ability. Z-Wild Charge Tapu Koko, Will-O-Wisp Rotom-W and Intimidate Mega Manectric are the ways to deal with it.
Electric teams do not have a good time against those two. Kyurem Black is one of the best wallbreakers in the tier, and the combination of Ice Beam, Earth Power and Teravolt murders this team. Focus Blast Alolan Raichu is the only real way to deal with it, which has the problem of the accuracy. Mega Altaria is really bulky and Hidden Power Ice is not enough to avoid it sweeping your team. It can also run Refresh to make Will-O-Wisp from Rotom-W useless. Toxic spamming with Zapdos is a way to deal with it with the help of Pressure, as well as the combination of Stealth Rock and Alolan Raichu.
Xurkitree at +1 (either because of Choice Scarf or Z-Hypnosis) must be taken into consideration or it will simply destroy this team. Beast Boost+Electric Terrain+base 173 Special Attack is a threat to everything that is not immune to Electric-type moves. Alolan Raichu can't even OHKO after Stealth Rock,so more chip damage is needed. Preserving Alolan Golem's Focus Sash intact is another option.
This Guardian of Alola tends to run Choice Scarf (although sometimes it runs a Z-crystal) which makes it faster than all the team except from Alolan Raichu under Electric Terrain, and boost its Grass-type moves with its ability. It also learns Stone Edge to hit Flying-types like Zapdos. Wearing it down to the range where Alolan Raichu can get rid of Tapu Bulu is the your best bet, but that's extremely difficult due to Horn Leech allowing it to recovery some HP.
Mega Charizard X can threaten this team boosting its Attack and Speed with Dragon Dance and using moves like Flare Blitz, Dragon Claw or Earthquake. Stealth Rock is key to put it in range of Alolan Raichu. Another way to get rid of it is preserving Alolan Golem's Focus Sash intact.
Lightning Rod allows Alolan Marowak not caring about Mega Manectric, Tapu Koko and Zapdos, and the other three members of the team aren't switchins for it. Hydro Pump and Toxic are the best ways to deal with Alolan Marowak (if both Alolan Golem and Marowak are max speed and Adamant there would be a speed tie, where Focus Sash does not matter because of Bonemerang).
Probably the most unwinnable matchup for Electric. While Electric was blessed with Alolan Raichu this gen, which can break Grass' defensive core, Grass got rewarded with Tapu Bulu and as i've mentioned above that's too much for this team.
Ground is not an easy matchup for Electric, as it could be expected, but it's not as difficult as the type weakness says. Alolan Raichu can outspeed and OHKO Excadrill with Focus Blast under Electric Terrain, even if Sand is up. It also has Grass Knot to deal with Seismitoad. But Ground teams can play around Alolan Raichu wearing it down with Sand, Stealth Rock and Life Orb.
Kyurem-B is a huge threat for the reasons i've mentioned above, and Piloswine is very bulky with the support of the Eviolite and also has the support of Lapras to avoid Hydro Pump from Rotom-W. You'll always need to wear it down to put it in Alolan Raichu's range.
Normal teams have the best defensive core in the metagame: Chansey and Porygon2. That's where physical Tapu Koko can help, but it would still be very difficult to beat a Normal team with this team. Normal also has one of the best wallbreakers, Diggersby, which has part Ground typing and priority.
Alolan Muk is what stops Alolan Raichu from sweeping Poison teams; good Special Defense combined with Assault Vest and Pursuit to trap Alolan Raichu. That's why the first step when fighting a Poison team is to get rid of Alolan Muk. The second step is putting Nihilego in range of Psychic from Alolan Raichu or it will just sweep the entire team.
Mega Latias is one of the biggest threats i've found when playing this team. It has good bulk (80/120/150) and can boost its Special Attack and Special Defense with Calm Mind. Taunt from Tapu Koko helps with this problem but it would be still very hard to wear it down. Toxic is the best option for that, although Mega Latias can run Refresh.
Rock is a bad matchup for this team, with Choice Scarf Terrakion outspeeding the entire team with Sticky Web up, Nihilego and Mega Diancie being other huge offensive threats that the defensive core can't handle that well, and AV Tyranitar being able to Pursuit trap Alolan Raichu.
Manectric @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Wild Charge
- Taunt
- Hidden Power [Ice]
- U-turn
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Grass Knot
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 Def / 132 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Defog
- Roost
- Heat Wave
Golem-Alola @ Focus Sash
Ability: Galvanize
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Stone Edge
- Earthquake
- Stealth Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Naive Nature
- Wild Charge
- Taunt
- Hidden Power [Ice]
- U-turn
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Psychic
- Focus Blast
- Grass Knot
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 Def / 132 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Discharge
- Defog
- Roost
- Heat Wave
Golem-Alola @ Focus Sash
Ability: Galvanize
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Stone Edge
- Earthquake
- Stealth Rock
Moosical (torkool) for making the cool banner and the text as usual. Nice guy that have always helped me.
smub for building the structure of the team and helping always.
stat1c for...don't really know.
Eien for always answering my questions about teambuilding.
Vid Wanka 1 True Lycan for helping with teambuilding
czim the guide you made about building Electric teams in ORAS was the reason i became interested in Electric teams.
smub for building the structure of the team and helping always.
stat1c for...don't really know.
Eien for always answering my questions about teambuilding.
Vid Wanka 1 True Lycan for helping with teambuilding
czim the guide you made about building Electric teams in ORAS was the reason i became interested in Electric teams.
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