INTRO
Electric is a very interesting type. It only has one weakness but very few resistances. am fairly sure that mono-electric has not been attemped before and I want to prove that it is completely viable. The first thing that jumps out at you is earthquake, how can you have an entire team weak to the most popular move in the game. While that is true, earthquake can easily be worked around with two of the best electric types being Zapdos and Rotom.
Electric types also hold an advantage over some major threats in todays metagame. Gyarados cant do shit against his team, with every pokemon Koing it with stab thunder attacks or in Rotoms case cripling it with Will-o-wisp. Scizor has problems with the two core defensive electrics on this team being Rotom and Zapdos, who completely counter it. Salemence takes neutral electric from all my pokemon plus some of mypokes use the Bolt-beam combo with ica attacks easily being able to kill mence. I dont want to go on and on with the advantages so I'll stop here.
This team still is not pefect though.
OVERVEIW
Fisrt on the list is an overveiw of my team::
H
RESISTANCES / WEAKNESSES
Second on the list is my team's type advantage chart from Marriland::
(OK this is not working so instead here is a list of the types and how my team fairs :P)
UPDATED
Normal - 1 resistance, 1 immunity
Fire - 1 resistance, 1 weakness
Water - 1 resistance
Electric - 2 resistances, 2 immunities
Grass - 2 resistances, 1 weakness
Ice - 2 resistances, 1 weakness
Fighting - 1 resisance, 1 immunity, 1 weakness
Poison - 1 resistance, 1 immunity
Ground - 2 immunities, 3 weaknesses
Flying - 5 resistances, 1 weakness
Phycic - 1 resistance, 1 weakness
Bug - 4 resistances
Rock - 2 resistances, 1 weakness
Ghost - 1 resistance, 1 weakness
Dragon - 1 resistance
Dark - 2 resistances, 1 immunity
Steel - 5 resistances
That's pretty dam good for a monotype team
As you can see, I have at least one resistance or immunity to every type.
While the ground weakness seems problematic, I can not empasise enough how simple it is to work around it.
IN-DEPTH
Changes in Bold
Without any firther ado, here is the team in-depth::
Zapdos @ Leftovers
Ability: Pressure
Nature: Modest (+Satk -Atk)
Evs: 252 HP / 116 Def / 36 Spe / 104 Satk
The moveset is pretty standard. Thunderbolt for powerful STAB, Heatwave and HP Grass for coverage. Heat wave also helps stob the ever populat Scizor. I found that HP Grass proves to be extremely invaluble for its ablity to eliminate Swampert who otherwise could case this team some issues.
The Evs make Zapdos well ballanced. They seem to help in all aspects of his job.
Leftovers is basic and actually is very useful.
(H)
Rotom-H @ Leftovers
Ability: Levitate
Nature: Timid (+Spd -Atk)
Evs: 6 HP / 252 SAtk / 252 Spe
Offensive Rorom provides a much needed sweeper and booster to my team while still countering many threats. Charge beam for STAB plus the ability to stat-up for a sweep. Overheat is his signature move and can help finish games off. Will-o-wisp adds physical bulk and Shadow ball is for secondary STAB and is useful for a possible sweep.
The EVs are all offensive since this is an offensve pokemon. rotom is surprisingly still bulky without the defensive EV investmemt.
Leftovers do what leftovers due and add more defense to this set.
Launturn @ Leftovers
Ability: Volt Absorb
Nature: Calm (+SDef - Atk)
Evs: 40 HP / 80 Spe / 136 SAatk / 252 SDef
Surf is for strong STAB. Ice Beam is very important as it hits ground types hard. Ice beam has proved to be vital in the late game. Confuseray and Discharge make the ever annoying para-fusion strategy.
The EVs are fairly standard but provide good defensive capability. The Evs along with Calm make Lanturn a suprisingly effecive Special Wall.
Leftovers if lanturns only form of healing and is very useful.
Magnezone @ Choice Scarf
Ability: Magnet Pull
Nature: Mild (+SAtk -Def)
Evs: 6 Atk / 252 SAtk / 252 Spe
Thunderbolt is for STAB and coverage. HP Fire helps kill of steels especially scizor. Flash Connon provides coverage and does the job of getting rid of Tyranitay. Explosion alows this pokemon to leave with a bang and is useful for getting rid of key pokemon on the opponets team as it is often unexpected.
The Evs give a good offense and Speed and are ideal for this set.
Choice Scarf gives some much needed and useful speed to Magnezone.
Electivive @ Expert Belt
Ability: Motor Drive
Nature: Mild
Evs: 36 Atk / 220 Spe / 252 SAtk
Earthquake hits a good amount of opponets hard and is very useful. Cross Chop nails Blissey and has good coverage. HP Ice and Flamethrower provide good special coverage and hit some walls pretty hard.
The Evs are for an all out offensve.
Expert Belt gives Electrivive a power boste without ny negative side effects.
Machamp @ Leftovers
Ability: No Guard
Nature: Adamant (+Atk - SAtk)
Evs: 252 HP / 252 Atk / 6 Spe
Rest and Sleep talk for the classic combination. It allows Machamp to last as long as possible. No Guard used with Dynamic Punch and Stone Edge provides very powerful offensive ability.
The EV spread is my own, it is well-rounded and works well. Adamant is an obious choice for the power boost tto boost his lovely attack stat.
Leftovers adds a little extra bulk.
FROM THE BACK
THREATS
This team ussually finds a way to deal with studd but it has some specific problems with.
I hope I gave you raters something out-of-the-ordinary to look at. I was luckey as I just found a nich with electric typed that allowed my to build this team.
For you raters, other viable electic types are Raikou, Jolteon, Luxray(kinda), and Electrodude(as a lead).
So Please, Rate Away
Electric is a very interesting type. It only has one weakness but very few resistances. am fairly sure that mono-electric has not been attemped before and I want to prove that it is completely viable. The first thing that jumps out at you is earthquake, how can you have an entire team weak to the most popular move in the game. While that is true, earthquake can easily be worked around with two of the best electric types being Zapdos and Rotom.
Electric types also hold an advantage over some major threats in todays metagame. Gyarados cant do shit against his team, with every pokemon Koing it with stab thunder attacks or in Rotoms case cripling it with Will-o-wisp. Scizor has problems with the two core defensive electrics on this team being Rotom and Zapdos, who completely counter it. Salemence takes neutral electric from all my pokemon plus some of mypokes use the Bolt-beam combo with ica attacks easily being able to kill mence. I dont want to go on and on with the advantages so I'll stop here.
This team still is not pefect though.
OVERVEIW
Fisrt on the list is an overveiw of my team::
RESISTANCES / WEAKNESSES
Second on the list is my team's type advantage chart from Marriland::
(OK this is not working so instead here is a list of the types and how my team fairs :P)
UPDATED
Normal - 1 resistance, 1 immunity
Fire - 1 resistance, 1 weakness
Water - 1 resistance
Electric - 2 resistances, 2 immunities
Grass - 2 resistances, 1 weakness
Ice - 2 resistances, 1 weakness
Fighting - 1 resisance, 1 immunity, 1 weakness
Poison - 1 resistance, 1 immunity
Ground - 2 immunities, 3 weaknesses
Flying - 5 resistances, 1 weakness
Phycic - 1 resistance, 1 weakness
Bug - 4 resistances
Rock - 2 resistances, 1 weakness
Ghost - 1 resistance, 1 weakness
Dragon - 1 resistance
Dark - 2 resistances, 1 immunity
Steel - 5 resistances
That's pretty dam good for a monotype team
As you can see, I have at least one resistance or immunity to every type.
While the ground weakness seems problematic, I can not empasise enough how simple it is to work around it.
IN-DEPTH
Changes in Bold
Without any firther ado, here is the team in-depth::
Zapdos @ Leftovers
Ability: Pressure
Nature: Modest (+Satk -Atk)
Evs: 252 HP / 116 Def / 36 Spe / 104 Satk
- Thunderbolt
- Heat Wave
- HP Grass
- Roost
The moveset is pretty standard. Thunderbolt for powerful STAB, Heatwave and HP Grass for coverage. Heat wave also helps stob the ever populat Scizor. I found that HP Grass proves to be extremely invaluble for its ablity to eliminate Swampert who otherwise could case this team some issues.
The Evs make Zapdos well ballanced. They seem to help in all aspects of his job.
Leftovers is basic and actually is very useful.
Rotom-H @ Leftovers
Ability: Levitate
Nature: Timid (+Spd -Atk)
Evs: 6 HP / 252 SAtk / 252 Spe
- Charge Beam
- Overheat
- Will-o-Wisp
- Shadow Ball
Offensive Rorom provides a much needed sweeper and booster to my team while still countering many threats. Charge beam for STAB plus the ability to stat-up for a sweep. Overheat is his signature move and can help finish games off. Will-o-wisp adds physical bulk and Shadow ball is for secondary STAB and is useful for a possible sweep.
The EVs are all offensive since this is an offensve pokemon. rotom is surprisingly still bulky without the defensive EV investmemt.
Leftovers do what leftovers due and add more defense to this set.
Launturn @ Leftovers
Ability: Volt Absorb
Nature: Calm (+SDef - Atk)
Evs: 40 HP / 80 Spe / 136 SAatk / 252 SDef
- Surf
- Confuse Ray
- Ice Beam
- Discharge
Surf is for strong STAB. Ice Beam is very important as it hits ground types hard. Ice beam has proved to be vital in the late game. Confuseray and Discharge make the ever annoying para-fusion strategy.
The EVs are fairly standard but provide good defensive capability. The Evs along with Calm make Lanturn a suprisingly effecive Special Wall.
Leftovers if lanturns only form of healing and is very useful.
Magnezone @ Choice Scarf
Ability: Magnet Pull
Nature: Mild (+SAtk -Def)
Evs: 6 Atk / 252 SAtk / 252 Spe
- Thunderbolt
- HP Fire
- Flash Cannon
- Explosion
Thunderbolt is for STAB and coverage. HP Fire helps kill of steels especially scizor. Flash Connon provides coverage and does the job of getting rid of Tyranitay. Explosion alows this pokemon to leave with a bang and is useful for getting rid of key pokemon on the opponets team as it is often unexpected.
The Evs give a good offense and Speed and are ideal for this set.
Choice Scarf gives some much needed and useful speed to Magnezone.
Electivive @ Expert Belt
Ability: Motor Drive
Nature: Mild
Evs: 36 Atk / 220 Spe / 252 SAtk
- Earthquake
- Cross Chop
- HP Ice
- Flamethrower
Earthquake hits a good amount of opponets hard and is very useful. Cross Chop nails Blissey and has good coverage. HP Ice and Flamethrower provide good special coverage and hit some walls pretty hard.
The Evs are for an all out offensve.
Expert Belt gives Electrivive a power boste without ny negative side effects.
Machamp @ Leftovers
Ability: No Guard
Nature: Adamant (+Atk - SAtk)
Evs: 252 HP / 252 Atk / 6 Spe
- Rest
- Sleep Talk
- Dynamic Punch
- Stone Edge
Rest and Sleep talk for the classic combination. It allows Machamp to last as long as possible. No Guard used with Dynamic Punch and Stone Edge provides very powerful offensive ability.
The EV spread is my own, it is well-rounded and works well. Adamant is an obious choice for the power boost tto boost his lovely attack stat.
Leftovers adds a little extra bulk.
FROM THE BACK
THREATS
This team ussually finds a way to deal with studd but it has some specific problems with.
- Snorlax - it wont die and earthquake hurts Solved with Machamp
- Latias - walls special pokemon Not such a problem anymore
- Blissey - just switches when Electrivive comes in Solved with Machamp
- Swampert - it hurts Not so much
I hope I gave you raters something out-of-the-ordinary to look at. I was luckey as I just found a nich with electric typed that allowed my to build this team.
For you raters, other viable electic types are Raikou, Jolteon, Luxray(kinda), and Electrodude(as a lead).
So Please, Rate Away