Electivire (Update) (GP 2/2)

[Overview]

<p>Electivire's best trait is the amazing coverage that it obtains, allowing it to hit almost every Pokemon for super effective damage. Electivire also has generally high offensive stats to utilize its coverage with, while also outpacing most of the metagame with its above average Speed. In addition, unlike other Electric-types, Electivire is primarily a physical attacker, which allows it to defeat Slowking easier, and access to Flamethrower enables to hit certain physical walls, such as Tangrowth, harder than others. Unfortunately, Electivire struggles against bulky Pokemon that it cannot hit super effectively, and it can rarely OHKO its foes even with super effective attacks. This, combined with the fact that it's frail, wears Electivire down fast due to recoil from its main STAB move and Life Orb. Electivire also lacks a viable way to boost its offensive stats, making it struggle heavily against many Pokemon, often going down on its own accord. Electivire has many flaws, but it's overall a very unique Electric-type and is good at wearing down many defensive cores.</p>

[SET]
name: Mixed Attacker
move 1: Wild Charge
move 2: Flamethrower
move 3: Earthquake
move 4: Ice Punch
item: Life Orb / Expert Belt
ability: Motor Drive
nature: Naive
evs: 248 Atk / 36 SpA / 224 Spe


[SET COMMENTS]

<p>Electivire's best traits are shown in this set&mdash;namely, a significant amount of coverage. As one of the few physically offensive Electric-types, it plays differently from other Electric-types in the tier. With that in mind, it's important to know that even though the listed moves can 2HKO most of the metagame, Electivire cannot OHKO very many Pokemon, and the opponent can predict around it while it wears itself out with recoil damage. As a result, it works best as a late-game attacker, letting its teammates weaken the opponent and lay entry hazards until it goes in for the KO.</p>

<p>In DPP, Electivire lacked a strong STAB option, and Wild Charge is BW's gift to Electivire, somewhat fulfilling that wish. As a result, it's Electivire's preferred STAB move, as it comes off of Electivire's higher Attack stat and covers dangerous threats such as Slowking, Qwilfish, Moltres, and Kabutops. Flamethrower complements Wild Charge well, hitting common physical walls such as Steelix and Tangrowth hard, as both are immune to or resist Electric-type moves. Earthquake is mainly for opposing Electric-types, which it can typically get a free switch into thanks to Motor Drive, and Fire-type Pokemon such as Typhlosion. Finally, Ice Punch is useful to get a strong hit on Druddigon and Ground-type Pokemon, although note that it won't inflict a significant amount of damage to either Pokemon. Ice Punch also 2HKOes offensive variants of Rotom, who takes little damage or is immune to the other moves on this set.</p>

[ADDITIONAL COMMENTS]

<p>The given EVs allow Electivire to OHKO Tangrowth with Flamethrower after Stealth Rock and one layer of Spikes, outspeed Rotom and everything slower, and provide extra power for its physical attacks. However, if eliminating Tangrowth from the match is extremely important, 188 Special Attack EVs can be used to land an OHKO on it after Stealth Rock damage, but this weakens Electivire's other moves by quite a bit. Motor Drive is the best ability for Electivire, as it grants it a free switch into Electric-type moves, particularly Thunder Wave and Volt Switch. The Speed boost can also be helpful for cleaning up teams, but this will only come into play if the opponent is significantly weakened. While it might seem weird to suggest a Life Orb over an Expert Belt when Electivire's main draw is its coverage, a Life Orb gives Wild Charge a notable boost against neutral targets such as Fighting-type Pokemon. However, an Expert Belt gives Electivire more survivability and Electivire often hits most of its targets for super effective damage. Electivire has two other usable STAB moves in Thunderbolt and ThunderPunch, but they both are much weaker than Wild Charge. Regardless, Thunderbolt still has a high Base Power and can hit Alomomola and Qwilfish harder, although hitting Slowking's lower Defense tends to be more important, while ThunderPunch's lack of recoil means Electivire won't get worn down as quickly.</p>

<p>As mentioned before, without entry hazard support, Electivire struggles to OHKO anything aside from non-defensive Pokemon that are weak to Wild Charge, or opponents that are frail. In addition, Electivire forces a lot of switches with its coverage, so entry hazards can wear down the opponent's team as they try to predict around Electivire. As a result, Omastar and Qwilfish make good partners, as both of them can place Spikes (the former also gets Stealth Rock) on the field and attract Electric-type moves to activate Electivire's Motor Drive. Ferroseed also makes a good partner, as it also gets both forms of entry hazards while taking little damage from priority moves and Earthquake, which are often targeted at Electivire. Finally, because Electivire can wear down and possibly KO Pokemon such as Slowking, Rotom, Tangrowth, and Steelix, it can open up the way for a teammate to attack without getting easily walled. Because of this, Kabutops, Druddigon, and Aggron&mdash;which all struggle with one or more of the aforementioned Pokemon&mdash;make good teammates, as their STAB moves are far more threatening when the opponent lacks a bulky Pokemon that can resist it.</p>

[Other Options]

<p>Electivire has other options to consider, but they are rarely worth using. The first of which is Vital Spirit, which is a useful ability in a tier where sleep inducers such as Lilligant and Smeargle are common. However, even though Electivire can outspeed both of the aforementioned Pokemon and other sleep inducers, it cannot reliably deal with Grass-types due to them resisting its STAB, a problem that becomes evident against Amoonguss. Some of Electivire's best checks, mainly bulky Ground-types, are hit hard by Hidden Power Grass, but Ice Punch does enough damage to most of them, and the ones it doesn't do very much against are rare or defeat it regardless. Electivire's only means of setup is via Meditate, but a +1 boost is rarely enough to help any Pokemon. Cross Chop is useful for hitting Clefable and other Normal-types, but its use essentially stops there, and its other moves are typically more useful. Electivire's strongest move is actually Focus Punch despite the fact that it lacks a STAB boost, so it is capable of running a decent SubPunch set, aided by the fact that it causes a lot of switches. Unfortunately, using two moveslots ultimately limits Electivire's coverage immensely, and even though its Focus Punch is strong, it pales in comparison to other SubPunch users that get a STAB boost. Finally, Electivire's decent offensive stats, good movepool, and access to Volt Switch allow it to utilize all Choice items effectively, but the main issue is that it cannot switch moves in this case, which is Electivire's most useful trait.</p>

[Checks and Counters]

<p>Not very many Pokemon can counter Electivire due to its high offensive stats and amazing coverage, but Electivire struggles to get past Pokemon that aren't weak to any particular move it carries, or Pokemon who have good defensive stats. Bulky Ground-types, such as Sandslash, Piloswine, and Rhydon, stand out as the best checks, as they can take anything bar the rare Hidden Power Grass (and in Sandslash and Rhydon's case, Ice Punch and Earthquake, respectively, do a noticeable amount of damage) and OHKO it back with Earthquake. Crustle can use Electivire as setup fodder thanks to its high Defense, and either set up entry hazards or Shell Smash, or just hit Electivire with its STAB move or Earthquake. Although Regirock is weak to Earthquake, it can sponge the move with its massive Defense and OHKO back with an Earthquake of its own. Bulky versions of Rotom avoid the 2HKO from anything Electivire has and can burn it with Will-O-Wisp; keep in mind, though, that Ice Punch will 2HKO offensive variants of Rotom. Uxie doesn't take very much damage from any of Electivire's moves and can wear it down with its own STAB moves. Any Gardevoir with Trace gets a free switch into Wild Charge thanks to it copying Motor Drive, and it can hit Electivire back with its STAB moves. There are several revenge killers that can OHKO Electivire, such as Choice Scarf Emboar and Medicham, along with Choice Band Entei thanks to ExtremeSpeed, which manages to KO after some prior damage. Finally, if all else fails, smart switching will aid in defeating Electivire; between Life Orb damage and Wild Charge recoil, it might end up defeating itself in due time.</p>

[Overview]
  • It's best trait is its amazing coverage
  • Generally high offensive stats and a speed that outpaces a majority of the metagame.
  • Struggles with bulky mons it cannot hit super effectively especially considering it cannot really boost its offenses, and it can very rarely actually sweep the foe.
  • Frail and wears down fast
  • Can't cover everything at once, making some things handily wall it.
  • Overall a very unique, albiet somewhat underwhelming, Electric-type
[SET]
name: Mixed Attacker
move 1: Wild Charge
move 2: Flamethrower
move 3: Earthquake
move 4: Ice Punch
item: Life Orb / Expert Belt
ability: Motor Drive
nature: Naive
EVs: 248 Atk / 36 SpA / 224 Spe
[SET COMMENTS]
  • This set boasts tons of coverage, which is the main reason to use it.
  • Wild Charge is used as the main STAB because it comes off of Electivire's higher Attack stat.
  • Flamethrower hits Steelix and Tangrowth hard - nice to use against most Physical walls
  • Earthquake is mainly for Electric and some Fire types
  • Ice Punch gets a strong hit on Druddigon and Ground-types.
[ADDITIONAL COMMENTS]
  • EVs OHKO Tangrowth with Flamethrower after Rocks and Spiked, outspeeds base 90s, and throws the rest into Attack (practically maximizes)
  • 188 Special Attack EVs OHKO Tangrowth after Stealth Rock
  • Thunderbolt could be used, as it is still strong, but Wild Charge has a much easier time with Mandibuzz and Slowking due to their general EVs and stats.
  • Thunderpunch is somewhat similar - weaker, no recoil, but not worth it.
  • While it may seem odd that a Life Orb is used over an Expert Belt, it is because Wild Charge needs to hit neutral targets as hard as possible so then it can actually hurt.
  • Motor Drive is the best ability for Electivire, as if it can get a speed boost it can sweep (significantly) weakened teams.
  • Electivire can't really OHKO anything without entry hazard support, so its a good idea to pack entry hazards. Also, Electivire may cause a lot of switches because many people like to try and wear it down.
  • Qwilish and defensive Omastar can lay down Spikes (Omastar also lays down Stealth Rock), and it also lures in Electric moves to activate Motor Drive. Other Pokemon weak to Electric work as well for the luring attempt.
  • Ferroseed makes a decent partner, as it takes little damage from most Earthquakes and can lay down entry hazards both forms of hazards for it.
  • Electivire wears down foes such as Tangrowth, Slowking, Steelix, and Rotom. Due to this, Pokemon that struggle against some of them, such as Kabutops, CB Druddigon, Aggron, make good partners.
[Other Options]
  • Physical Attacker
  • Vital Spirit
  • Hidden Power Grass for some of its checks
  • Cross Chop for Clefable
  • Meditate
  • SubPunch
  • Volt Switch
  • Choice sets (all 3 are OO worthy)
[Checks and Counters]
  • Bulky Grounds such as Rhydon, Sandslash, and Piloswine can take on anything bar the rare HP Grass and OHKO with Earthquake
  • Regirock walls it pretty well
  • Crustle can take hits from it and lay down spikes/set up Shell Smash, and hit it with Earthquake
  • Bulky Rotom avoids the 2HKO from any of its moves and can burn it, although note offensive variants can take a lot from Ice Punch or Flamethrower due to frailty
  • Scolipede can take anything except for Flamethrower, outspeed, and OHKO with Earthquake
  • Uxie and Mesprit don't take very much damage from any of the moves and can wear it down. Trace Gardevoir is similar, but it copies Motor Drive to screw over Evire
  • CB Entei's E-speed does loads of damage
  • Physically Defensive Spiritomb
  • Strong revenge killers, such as Choice Scarf Emboar and Medicham, can OHKO and outspeed
  • Smart Switching. With Wild Charge recoil and Life Orb recoil, its not lasting very long.
 
Last edited by a moderator:
Mention HP dark in the AC because it gets past rotom, one of its best counters. Also mention that hazard support is required for electivire to reach its full potential.
 
Mention HP dark in the AC because it gets past rotom, one of its best counters. Also mention that hazard support is required for electivire to reach its full potential.
Electivire already outspeeds Rotom and 2HKOs offensive variants with Ice Punch (freaking Ice Punch) after Stealth Rock with a Life Orb (even without full attack evs). Because HP Dark can't OHKO a 0/0 Rotom after Stealth Rock iirc, it isn't worth putting in OO.

Entry hazards were already on my mind and the appropriate teammates will be added soon - my computer may be working finally.
 

august

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hmm for evs i like 188 sp atk / 96 atk / 224 spe.

188 satk gets the ohko on tangrowth after sr with flamethrower which imo is a good benchmark to hit.

some wild charge calcs:

96 Atk Life Orb Electivire Wild Charge vs 248 HP/168 Def Cryogonal: 81.34% - 95.63%
96 Atk Life Orb Electivire Wild Charge vs 248 HP/144 Def Slowking: 84.73% - 100%
96 Atk Life Orb Electivire Wild Charge vs 248 HP/0 Def Clefable: 54.2% - 63.61%
2 hits to KO

alternatively if you'd like more attack, you can run: 248 atk / 36 sp atk / 224 spe which allows you to ohko tangrowth after sr + spikes with one layer of spikes.

just some food for thought
 
I totally didn't forget about this ;_;

I'm aware C&C is a tad small. That's because I couldn't think of much and when I went to the moveset stats for helps the only Pokemon listed were Quagsire, Sandslash (barely made it on there it seems), Hitmonlee (outsped and gets OHKOed, idk why it was on there) and Ludicolo (which seems incredibly random)

Regardless, this is ready for QC checks.
 

august

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Uxie walls MixVire. Mesprit does well too. pretty badly so that is definitely something worth mentioning. mention in ac that you can use a more physical based EV spread in conjunction w/ spikes. although it is pretty uncommon, Trace Gardevoir handles evire incredibly well. mention cb entei in checks too

looks good, add those and ill qc approve
 
Uxie walls MixVire. Mesprit does well too. pretty badly so that is definitely something worth mentioning. mention in ac that you can use a more physical based EV spread in conjunction w/ spikes. although it is pretty uncommon, Trace Gardevoir handles evire incredibly well. mention cb entei in checks too

looks good, add those and ill qc approve
Added all this.
 
[Overview]
  • Alongside its amazing coverage, mention that although Electivire can rarely sweep on its own, this trait allows it to weaken the opposing team for a teammate
  • I probably wouldn't mention Motor Drive in the overview since the Speed boost isn't that useful because Evire is weak. Doesn't really come in handy and it's dead obvious when someone tries to lure in Electric moves lol
  • Electivire really isn't that good (shouldn't even be RU imo), so say why: it doesn't have enough power in its moves or stats to get necessary KOs, so it really only weakens an opposing Pokemon and gets KOed easily
  • That probably didn't make sense so here are more examples:
    23:03 Honko it relies on low bp moves to hit its most common switchins and has no way to boost power, so it fails as a wallbreaker
    23:03 Honko and its too slow to sweep
    23:04 Honko "Electivire is like Double01: not strong enough."
    23:05 Tsunami now i remember my problems w/ evire
    23:05 Tsunami it outsped entei great
    23:05 Tsunami u use eq and it does like 50%
    23:05 Tsunami like what the fuck
    23:06 Tsunami 252 Atk Life Orb Electivire Earthquake vs. 0 HP / 0 Def Entei: 312-369 (84.09 - 99.46%) -- guaranteed 2HKO
    23:06 Tsunami max attack with life orb cant even ohko
    23:06 Tsunami and u cant even run max attack cuz u need special attack evs


[SET]
  • Mention teammates that benefit from what Electivire wears down. It wears down stuff like Tangrowth, Steelix, and Rotom so Kabutops, Aggron, Druddigon, Durant, etc are good teammates. Maybe someone else can add to this if you don't think it's enough :x
  • Stuff like Aerodactyl is too random, so don't mention that, and there aren't many common bulky Ground-types (only Rhydon, Sandslash, and Piloswine?) so I probably wouldn't mention the Grass-types as teammates.
  • Just emphasize on teammates that appreciate what Electivire wallbreaks and you're good to go

[Other Options]
  • Just mention that all of these options (save for hp grass and Volt Switch) are way inferior to the main set and there usually is never a reason to use them

[Checks and Counters]
  • Mention Piloswine instead of Quagsire. No one uses Quagsire and it sucks
  • Regirock is weak to Earthquake and should probably stay healthy for another threat so I wouldn't say that it flat-out walls Evire
  • Evire doesn't have the power to OHKO many things, so a strong attacker such as Leaf Storm Sceptile will take care of it easily
  • Physically defensive Spiritomb is a decent counter

That's all I got I guess

[qc]2/3[/qc]
 

Molk

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I know this already has QC Approvals, but i'd like to suggest a change before this gets written up, namely, a change to the EV spread.

I think that splitting EVs on Electivire is a big waste to be honest, i mean, the split evs might let Electivire score a few KOs, but the spread makes it lose out on even more KOs it would probably be getting if it wasnt splitting its EVs in such an odd way (For Example, the current Ev Spread has trouble OHKOing Cryogonal with Life Orb Wild Charge if Stealth Rock isn't up, that just seems way too weak to me :/). I mean, Electivire already has enough trouble with raw power because of its low BP coverage moves etc, i really think it needs all the power it can get in one single offensive stat to work as effectively as it possibly can, in this case physical attack because most of Electivire's attacks on the set are physical, plus its Electivire's highest offensive stat by far, its Special Attack doesn't even compare. If you guys with changing Electivire's EV spread to be more physically oriented, i'd suggest making August's second spread of 248 Attack, 36 Special Attack, 224 Speed Hasty/Naive the main spread, with the current spread in AC if you absolutely need the OHKO on Tangrowth.

Thoughts?
 

alexwolf

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After checking the first set, i wanted to post exactly what Molk did, but obviously i was ninja'd.

Why in the love of god would you want to waste all of those EVs just for one attack and just to get 2 OHKOes? Electivire already can 2HKO those two on the switch-in and this is absolutely fine. Just focus on Attack, the stat where 3/4 of the moveset is based of, and you are set. August's spread seems perfect!
 
ok i changed the spread and added the other one to AC

EDIT: I removed Mesprit from C&C because...

248 Atk Life Orb Electivire Wild Charge vs 0 HP/0 Def Mesprit: 58.8% - 69.1% (2 hits to KO)

Mesprit can only OHKO with a Modest Choice Specs STAB, its slower, and is 2HKOed by Electivire's STAB (or a combo of Ice Punch and Wild Charge, and even Flamethrower if Mesprit doesn't have Leftovers), meaning most of the time Mesprit loses.

EDIT2: I removed Physically Defensive Spiritomb from C&C as well because for Electivire can actually 2HKO it after Stealth Rock (248 Atk Life Orb Electivire Wild Charge vs 252 HP/252 Def Spiritomb (+Def) : 41.78% - 49.34% (2-3 hits to KO after Stealth Rock)). Also, nobody uses Physically Defensive anymore, with Specially Defensive being much better nowadays.
 

alexwolf

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You say that Sandslash can take everything bar HP Grass, but the first set is always 2HKOed by Ice Punch and the second set takes serious damage from Ice Punch too (38.98 - 46.32%). So you should add that Sandslash fears Ice Punch too.

You also say that Scolipede can switch into anything else than Flamethrower and OHKO back, but it is OHKOed by Wild Charge after SR (77.48 - 91.22%).
 
You say that Sandslash can take everything bar HP Grass, but the first set is always 2HKOed by Ice Punch and the second set takes serious damage from Ice Punch too (38.98 - 46.32%). So you should add that Sandslash fears Ice Punch too.
Done.

You also say that Scolipede can switch into anything else than Flametrhower and OHKO back, but it is OHKOed by Wild Charge after SR (77.48 - 91.22%).
If that's the case I'll remove Scolipede entirely because it would only apply as a revenge killer (which there are already examples of)
 

Molk

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I'd probably mention Golurk alongside the other Ground-types in checks and counters, but if you don't think its worth mentioning because its slightly more vulnerable to Electivire's Ice Punch, i understand.


QC Approved 3/3
 
I'd probably mention Golurk alongside the other Ground-types in checks and counters, but if you don't think its worth mentioning because its slightly more vulnerable to Electivire's Ice Punch, i understand.
Golurk actually takes a ton of damage from Ice Punch compared to the likes of Sandslash due to the EVs (248 Atk Life Orb Electivire Ice Punch vs 156 HP/0 Def Golurk: 68.72% - 81.01% (2 hits to KO)), enough so then it cannot switch into Earthquake or even Flamethrower without the risk of getting KOed on the next turn. I'm going to leave it out if that's OK :/

EDIT @ Post #21: Yeah I meant Scarf Emboar I'll fix that
 

GatoDelFuego

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REMOVE CHANGE COMMENTS

[Overview]

<p>Electivire's best trait is the amazing coverage that it obtains, as it is capable almost every Pokemon for super effective damage as a result. Electivire also has generally high offensive stats to use alongside this coverage, and outpaces most of the metagame with its above-average Speed. In addition, unlike other Electric-types, Electivire is primarily a physical attacker, which allows it to defeat Slowking easier, while access to Flamethrower makes it able to hit certain physical walls, such as Tangrowth, harder than others. Unfortunately, Electivire struggles against bulky Pokemon that it cannot hit super effectively, and it very rarely can OHKO its foes even with super effective attacks. This, combined with the fact that it is frail, wears down fast due to recoil from its main STAB move and a Life Orb, and has no viable Meditate, but lol way to boost its offensive stats, makes Electivire struggle heavily against many Pokemon, often going down on its own accord. Electivire has many flaws, but it is overall a very unique Electric-type and is good at wearing down many defensive cores.</p>

[SET]
name: Mixed Attacker
move 1: Wild Charge
move 2: Flamethrower
move 3: Earthquake
move 4: Ice Punch
item: Life Orb / Expert Belt
ability: Motor Drive
nature: Naive
EVs: 248 Atk / 36 SpA / 224 Spe

[SET COMMENTS]

<p>Electivire's best traits are shown in this set&mdash;namely, it boasts a significant amount of coverage. As one of the game's few physically attacking Electric-types, it plays differently from most other Electric-types in the tier. Note that even though the listed moves can 2HKO most of the metagame, Electivire cannot OHKO very many Pokemon and the opponent can predict around it while it wears itself out with recoil damage. As a result, it should wait until certain Pokemon that wall it to be weakened and there to be a few layers of entry hazards up before it begins attacking so then it can wear down the opponent's switch-ins for each attack more.</p>

<p>In DPP, Electivire lacked a strong STAB option, and Wild Charge is BW's gift to Electivire, somewhat fulfilling that wish. As a result, it preferred STAB move, as it comes off of Electivire's higher Attack stat. An Electric STAB is good to have, as it covers dangerous threats such as Slowking, Qwilfish, Moltres, and Kabutops. Flamethrower compliments Wild Charge well, hitting common physical walls, such as Steelix and Tangrowth, (AC) hard, notable because both are immune to or resist Electric moves. Earthquake is mainly for opposing Electric-types, which Electivire can typically get a free switch into thanks to Motor Drive, and Fire-type Pokemon such as Typlosion. Finally, Ice Punch is useful to get a strong hit on Druddigon and Ground-type Pokemon, although note that it will rarely do a significant amount of damage to either Pokemon. Ice Punch also 2HKOes offensive variants of Rotom, who which takes little damage or is immune to the other moves on this set.</p>

[ADDITIONAL COMMENTS]

<p>The given EVs allow Electivire to OHKO Tangrowth with Flamethrower after Stealth Rock and one layer of Spikes, allows it to outspeed Rotom and everything slower, and provide then the rest of the EVs are thrown into Attack to give its other moves extra power. If eliminating Tangrowth from the match is extremely important, however, 188 Special Attack EVs get the OHKO on it after Stealth Rock, but this weakens its Electivire's other moves by quite a bit. Motor Drive is the best ability for Electivire, as it grants it a free switch into Electric moves, particularly Thunder Wave and Volt Switch. The Speed boost can also be helpful for cleaning up teams, but this will only come into play if the opponent is significantly weakened. While it may seem weird to suggest a Life Orb over an Expert Belt when Electivire's main draw is its coverage, a Life Orb gives Wild Charge a notable boost against neutral targets such as Fighting-type Pokemon. However, an Expert Belt makes Electivire not get worn down as quickly, and it often hits most of its targets for super effective damage, so the boost will often come into play. Electivire has two other usable STAB moves in Thunderbolt and ThunderPunch, but they both are much weaker than Wild Charge. Regardless, Thunderbolt still has a high base power and can hit Alomomola and Qwilfish harder, although hitting Slowking's lower physical Defense tends to be more important, while ThunderPunch's lack of recoil means Electivire won't get worn down quite as quickly.</p>

<p>As mentioned before, without entry hazard support, Electivire struggles to OHKO anything aside from non-defensive Pokemon that are weak to Wild Charge or opponents that are frail. In addition, Electivire forces a lot of switches with its coverage, so entry hazards can wear down the opponent's team as they try to outpredict Electivire. As a result, Omastar and Qwilfish make good partners, as both of them get Spikes (the former also gets Stealth Rock) on the field and they also attract Electric moves to activate Motor Drive so then Motor Drive can activate. Ferroseed also makes a good partner, as it also gets both forms of entry hazards while taking little damage from priority moves and Earthquake, which are often targeted at Electivire. Finally, because Electivire can wear down, and possibly KO, Pokemon such as Slowking, Rotom, Tangrowth, and Steelix, it can open up the way for a teammate to attack without getting easily walled. As a result, Kabutops, Druddigon, and Aggron, who which all struggle with one or more of the aforementioned Pokemon, make good teammates, as their STAB moves are far more threatening when the opponent lacks a bulky Pokemon that can resist it.</p>

[Other Options]

<p>Electivire has other options to consider, but they are rarely worth using. The first of which is Vital Spirit, which is a useful ability in a tier where sleep inducers such as Lilligant and Smeargle are common. However, even though Electivire can outspeed both of the aforementioned Pokemon and other sleep inducers, it cannot reliably deal with Grass-types due to them resisting its STAB, a problem that becomes evident against Amoonguss. Some of Electivire's best checks, mainly bulky Ground-types, are hit hard by Hidden Power Grass, but Ice Punch does enough damage to most of them and the ones it doesn't do very much against are rare or defeat it regardless. Electivire's only means of setup is via Meditate, but a +1 boost is rarely enough to help any Pokemon. Cross Chop is useful for hitting Clefable and other Normal-types, but its use essentially stops there, and its other moves are typically more useful. Electivire's strongest move is actually Focus Punch despite the fact that it lacks a STAB boost, so it is capable of running a decent SubPunch set, aided by the fact that it causes a lot of switches. Unfortunately, using two moveslots ultimately limits Electivire's coverage immensely, and even though its Focus Punch is strong, it pales in comparison to other SubPunchers that have a STAB boost. Finally, Electivire's decent offensive stats, good movepool, and access to Volt Switch allow it to be a good Choice Scarf, Specs, and Band user, but the main issue is that it cannot switch moves in this case, which is Electivire's most useful traits.</p>

[Checks and Counters]

<p>If there is one things Electivire excels at, it's that not very many Pokemon can counter it. Electivire's coverage limits the amount of Pokemon that can wall it, because it has an answer to nearly everything, but if they aren't weak to a particular move Electivire carries or have good defensive stats, Electivire struggles to get past them. Bulky Ground-types, such as Sandslash, Piloswine, and Rhydon, (AC) stand out as the best checks, as they can take anything bar the odd Hidden Power Grass (and in Sandslash's and Rhydon's case, Ice Punch and Earthquake, respectively, do a noticeable amount of damage) and OHKO it back with Earthquake. Crustle can use it as setup fodder thanks to its high Defense, either setting up entry hazards or Shell Smash, and it can hit it Electivire with its STAB or Earthquake. Although Regirock is weak to Earthquake, it can shake off the move with its massive physical Defense and OHKO it back with an Earthquake of its own. Bulky versions of Rotom avoid the 2HKO from anything Electivire has and can burn it with Will-O-Wisp, although note that Ice Punch will 2HKO offensive vairants of Rotom. Uxie doesn't take very much damage from any of Electivire's moves, (RC) and can wear it down with its own STAB. Any Gardevoir with Trace gets a free switch on Wild Charge thanks to it copying Motor Drive, and it can hit it back with its STAB afterward. There are several revenge killers that can OHKO it Electivire, such as Choice Scarf Entei and Medicham, along with Choice Band Entei thanks to ExtreemeSpeed, which manages to KO after some prior damage. Finally, if all else fails, smart switching will aid in defeating Electivire; between Life Orb damage and Wild Charge recoil, it may end up defeating itself in due time.</p>


[gp]1/2[/gp]
 
In C&C, you got that strong Choice Scarf Entei in there (I'm pretty sure you meant Scarf Emboar, because Scarf Entei is non-existent and shouldn't be used).
 

Governess

A Beautiful Blossom Waiting to Bloom
is a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Hihi; amcheck. :)

My comments will all be in the check, so yeah, I'll explain reasons for the 'big' changes.

Additions
Removes
(Comments)

Swamp-Rocket said:
[Overview]

<p>Electivire's best trait is the amazingits access to a plethora of coverage that it obtainmoves, asllowing it is capableto hit almost every Pokemon for super effective damage as a result. Electivire also has generally high offensive stats to use alongside this coverage, and outpacesing most of the metagame with its above-average Speed. In addition, unlike other Electric-types, Electivire is primarily a physical attacker, which allows it to defeat Slowking easier, while access to Flamethrower makes it able to hit certain physical walls, such as Tangrowth, harder than others. Unfortunately, Electivire struggles against bulky Pokemon that it cannot hit super effectively, and it verycan rarely can OHKO its foes even with super effective attacks. This, combined with the fact that it is frail, wears Electivire down fast due to recoil from its main STAB move and a Life Orb, and has no. Electivire also lacks a viable way to boost its offensive stats, makesing Electivire struggle heavily against many Pokemon, often going down on its own accord. Electivire has many flaws, but it is overall a very unique Electric-type and is good at wearing down many defensive cores.</p>

[SET]
name: Mixed Attacker
move 1: Wild Charge
move 2: Flamethrower
move 3: Earthquake
move 4: Ice Punch
item: Life Orb / Expert Belt
ability: Motor Drive
nature: Naive
EVevs: 248 Atk / 36 SpA / 224 Spe

[SET COMMENTS]

<p>Electivire's best traits are shown in this set&mdash;namely, a significant amount of coverage. As one of the game's few physically attacking Electric-types, it plays differently from most other Electric-types in the tier. NoteWith that in mind, it's important to know that even though the listed moves can 2HKO most of the metagame, Electivire cannot OHKO very many Pokemon, (AC) and the opponent can predict around it while it wears itself out with recoil damage. As a result, it should wait until certain Pokemon that wallworks best as a late-game attacker, letting its to beammates weakened and there to opponent beforehand a fewnd layers of entry hazards up before it begins attacking so then it can wear downto allow Electivire the opponent's switch-ins for each attack more KO.</p>(That last sentence sounded weird to me, and in summary, you were saying that it was a late-game attacker [I'm assuming by context clues, correct me if I'm wrong] so I just summed it up.)

<p>In DPP, Electivire lacked a strong STAB option, and Wild Charge is BW's gift to Electivire, somewhat fulfilling that wish. As a result, it's Electivire's preferred STAB move, as it comes off of Electivire's higher Attack. An Electric STAB is good to have, as it stat and covers dangerous threats, (AC) such as Slowking, Qwilfish, Moltres, and Kabutops. (That part I took out wasn't really necessary; it's like saying having a Fire-type STAB is good on Charizard, or something of the sort.)Flamethrower compliements Wild Charge well, hitting common physical walls, such as Steelix and Tangrowth, hard, notable because both are immune to or resist Electric-type moves. (Compliments - Say nice things about. Complements - good well or synergizes well with.) Earthquake is mainly for opposing Electric-types, which Electivire can typically get a free switch into thanks to Motor Drive, and Fire-type Pokemon such as Typlosion. Finally, Ice Punch is useful to get a strong hit on Druddigon and Ground-type Pokemon, although note that it will rarely doon't inflict a significant amount of damage to either Pokemon. Ice Punch also 2HKOes offensive variants of Rotom, which takes little damage or is immune to the other moves on this set.</p>

[ADDITIONAL COMMENTS]

<p>The given EVs allow Electivire to OHKO Tangrowth with Flamethrower after Stealth Rock and one layer of Spikes, allow it to outspeed Rotom and everything slowerunder base 90 Speed, and provide extra power for its physical atacks. (This part is subjective, but I think actually listing a number for what Electivire outspeeds would be good, as anything slower could mean a lot of things, especially if the reader doesn't know off-hand how fast Rotom is. I probably got the number wrong, so you can fix that to your fitting; subjective thing, however.) IHowever, if eliminating Tangrowth from the match is extremely important, however, 188 Special Attack EVs get thecan be used to land an OHKO on it after Stealth Rock damage, but this weakens Electivire's other moves by quite a bit. Motor Drive is the best ability for Electivire, as it grants it a free switch into Electric-type moves, particularly Thunder Wave and Volt Switch. The Speed boost can also be helpful for cleaning up teams, but this will only come into play if the opponent is significantly weakened. While it may seem weird to suggest a Life Orb over an Expert Belt when Electivire's main draw is its coverage, a Life Orb gives Wild Charge a notable boost against neutral targets such as Fighting-type Pokemon. However, an Expert Belt makeallows Electivire to not get worn down as quickly, (RC) and it often hits most of its targets for super effective damage, so the boostElectivire will often cget a boost frome into play. Electivire has two other usable STAB moves in Thunderbolt and ThunderPunch, but they both are much weaker than Wild Charge. Regardless, Thunderbolt still has a high bBase pPower and can hit Alomomola and Qwilfish harder, although hitting Slowking's lower physical Defense tends to be more important, while ThunderPunch's lack of recoil means Electivire won't get worn down quite as quickly.</p>

<p>As mentioned before, without entry hazard support, Electivire struggles to OHKO anything aside from non-defensive Pokemon that are weak to Wild Charge or opponents that are frail. In addition, Electivire forces a lot of switches with its coverage, so entry hazards can wear down the opponent's team as they try to outpredict Electivire. As a result, Omastar and Qwilfish make good partners, as both of them getcan place Spikes (the former also can gets Stealth Rock) on the field and they also attract Electric-type moves to activate Electivire's Motor Drive. Ferroseed also makes a good partner, as it also gets both forms of entry hazards while taking little damage from priority moves and Earthquake, which are often targeted at Electivire. Finally, because Electivire can wear down, &mdash;and possibly KO, &mdash;Pokemon such as Slowking, Rotom, Tangrowth, and Steelix, it can open up the way for a teammate to attack without getting easily walled. As a resultBecause of this, Kabutops, Druddigon, and Aggron, which all struggle with one or more of the aforementioned Pokemon, make good teammates, as their STAB moves are far more threatening when the opponent lacks a bulky Pokemon that can resist it.</p>

[Other Options]

<p>Electivire has other options to consider, but they are rarely worth using. The first of which is Vital Spirit, which is a useful ability in a tier where sleep inducers, (AC) such aspecifically Lilligant and Smeargle, (AC) are common. However, even though Electivire can outspeed both of the aforementioned Pokemon and other sleep inducers, it cannot reliably deal with Grass-types due to them resisting its STAB, a problem that becomes evident against Amoonguss. Some of Electivire's best checks, mainly bulky Ground-types, are hit hard by Hidden Power Grass, but Ice Punch does enough damage to most of them, (AC) and the ones it doesn't do very much against are rare or defeat it regardless. Electivire's only means of setup is via Meditate, but a +1 boost is rarely enough to help any Pokemon. Cross Chop is useful for hitting Clefable and other Normal-types, but its use essentially stops there, and its other moves are typically more useful. Electivire's strongest move is actually Focus Punch despite the fact that it lacks a STAB boost, so it is capable of running a decent SubPunch set, aided by the fact that it causes a lot of switches. Unfortunately, using two moveslots ultimately limits Electivire's coverage immensely, and even though its Focus Punch is strong, it pales in comparison to other SubPunch users that have a STAB boost. Finally, Electivire's decent offensive stats, good movepool, and access to Volt Switch allow it to butilize a goodll Choice Scarf, Specs, and Band useritems effectively, but the main issue is that it cannot switch moves in this case, which is Electivire's most useful trait.</p>(Idk, listing all three of them seemed fluffy and pointless, so I just summed that portion of it up.)

[Checks and Counters]

<p>If there is one thingsNot very many Pokemon can counter Electivire excels at,due to it's that not very many Pokemon canhigh offensive stats and amazing counter it.verage; Electivire's coverage limits the amount of Pokemon that can wall it, (RC) because it has an answer to nearly everything, but if they aren't weak to a particular move Electivire carries or have good defensive stats, Electivire struggles to get past them. (The first sentence just didn't sound right to me; I know Electivire excels with coverage, but the sentence after that wasn't worded to mix with it, so I just worded the sentence so it flows easier.) Bulky Ground-types, such as Sandslash, Piloswine, and Rhydon, stand out as the best checks, as they can take anything bar the oddrare Hidden Power Grass (and in Sandslash's and Rhydon's case, Ice Punch and Earthquake, respectively, do a noticeable amount of damage) and OHKO it back with Earthquake. Crustle can use itElectivire as setup fodder thanks to its high Defense, (RC) and either setting up entry hazards or Shell Smash, and it canlong with hitting Electivire with its STAB move or Earthquake. Although Regirock is weak to Earthquake, it can shake offponge the move with its massive physical Defense and OHKO back with an Earthquake of its own. Bulky versions of Rotom avoid the 2HKO from anything Electivire has and can burn it with Will-O-Wisp, although note; keep in mind that Ice Punch will 2HKO offensive vairants of Rotom. Uxie doesn't take very much damage from any of Electivire's moves and can wear it down with its own STAB moves. Any Gardevoir with Trace gets a free switch on Wild Charge thanks to it copying Motor Drive, and it can hit itElectivire back with its STAB afterwardmoves. (I probably have a weird obsession with putting move at the end of 'STAB' so this is purely subjective, but it always sounds more proper to me, especially when I actually read what STAB stands for @-@) There are several revenge killers that can OHKO Electivire, such as Choice Scarf Emboar and Medicham, along with Choice Band Entei thanks to ExtreemeSpeed, which manages to KO after some prior damage. Finally, if all else fails, smart switching will aid in defeating Electivire; between Life Orb damage and Wild Charge recoil, it may end up defeating itself in due time.</p>
 
Implemented most of the above.

  • I left the first half of the first sentence sentence as it is. Electivire's only set has absolutely no slashes so it would be a bit misleading, since it doesn't appear to have a plethora of them. (it really doesn't have a plethora of coverage moves, it kind of got lucky and happens to cover everything)
  • As for the outspeeding Rotom bit, I felt as if saying "slower" is better because you could just look up Rotom's speed (or know it is base 91), and then figure out that it meant you also outspeed the base 90s.
  • You changed a "such as" to "specifically" for the sleep inducers I mentioned. However, Amoonguss is the most common sleep user in the tier, so I simply can't say Smeargle and Lilligant are specifically the ones to watch out for.
  • A few other minor things.

But other than this it was all good.

Thanks!
 

Arkian

this is the state of grace
is a Contributor Alumnus
Time to GP my favorite Electric-type :D

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Diff said:
[Overview]

<p>Electivire's best trait is the amazing coverage that it obtains, allowing it to hit almost every Pokemon for super effective damage. Electivire also has generally high offensive stats to use alongsidtilize ithis coverage with, while also outpacing most of the metagame with its above-(remove hyphen)<space>average Speed. In addition, unlike other Electric-types, Electivire is primarily a physical attacker, which allows it to defeat Slowking easier, while access to Flamethrower makes it enables to hit certain physical walls, such as Tangrowth, harder than others. Unfortunately, Electivire struggles against bulky Pokemon that it cannot hit super effectively, and it can rarely OHKO its foes even with super effective attacks. This, combined with the fact that it is frail, wears Electivire down fast due to recoil from its main STAB move and a Life Orb. Electivire also lacks a viable way to boost its offensive stats, making Electivireit struggle heavily against many Pokemon, often going down on its own accord. Electivire has many flaws, but it is overall a very unique Electric-type and is good at wearing down many defensive cores.</p>

[SET]
name: Mixed Attacker
move 1: Wild Charge
move 2: Flamethrower
move 3: Earthquake
move 4: Ice Punch
item: Life Orb / Expert Belt
ability: Motor Drive
nature: Naive
evs: 248 Atk / 36 SpA / 224 Spe

[SET COMMENTS]

<p>Electivire's best traits are shown in this set&mdash;namely, a significant amount of coverage. As one of the game's few physically attackingoffensive Electric-types, it plays differently from other Electric-types in the tier. With that in mind, it's important to know that even though the listed moves can 2HKO most of the metagame, Electivire cannot OHKO very many Pokemon, and the opponent can predict around it while it wears itself out with recoil damage. As a result, it works best as a late-game attacker, letting its teammates weaken the opponent beforehand and lay entry hazards to allow Electivire to score a KO.</p>

<p>In DPP, Electivire lacked a strong STAB option, and Wild Charge is BW's gift to Electivire, somewhat fulfilling that wish. As a result, it's Electivire's preferred STAB move, as it comes off of Electivire's higher Attack stat and covers dangerous threats such as Slowking, Qwilfish, Moltres, and Kabutops. Flamethrower complements Wild Charge well, hitting common physical walls, such as Steelix and Tangrowth, hard, as both are immune to or resist Electric-type moves. Earthquake is mainly for opposing Electric-types, which Electivireit can typically get a free switch into thanks to Motor Drive, and Fire-type Pokemon such as Typlosion. Finally, Ice Punch is useful to get a strong hit on Druddigon and Ground-type Pokemon, although note that it won't inflict a significant amount of damage to either Pokemon. Ice Punch also 2HKOes offensive variants of Rotom, whicho takes little damage or is immune to the other moves on this set.</p>

[ADDITIONAL COMMENTS]

<p>The given EVs allow Electivire to OHKO Tangrowth with Flamethrower after Stealth Rock and one layer of Spikes, allow it to outspeed Rotom and everything slower, and provide extra power for its physical attacks. However, if eliminating Tangrowth from the match is extremely important, 188 Special Attack EVse(space)can be used to land an OHKO on it after Stealth Rock damage, but this weakens Electivire's other moves by quite a bit. Motor Drive is the best ability for Electivire, as it grants it a free switch into Electric-type(space)moves, particularly Thunder Wave and Volt Switch. The Speed boost can also be helpful for cleaning up teams, but this will only come into play if the opponent is significantly weakened. While it mayight seem weird to suggest a Life Orb over an Expert Belt when Electivire's main draw is its coverage, a Life Orb gives Wild Charge a notable boost against neutral targets such as Fighting-type Pokemon. However, an Expert Belt allows Electivire to not get worn down as quickly and itElectivire (I know it gets repetitive to continuously use the name "Electivire", but it's important to specify that it is doing the damage, and not the Expert Belt.) often hits most of its targets for super effective damage, so Electivire will often get a boost from it. Electivire has two other usable STAB moves in Thunderbolt and ThunderPunch, but they both are much weaker than Wild Charge. Regardless, Thunderbolt still has a high Base Power and can hit Alomomola and Qwilfish harder, although hitting Slowking's lower physical Defense tends to be more important, while ThunderPunch's lack of recoil means Electivire won't get worn down as quickly.</p>

<p>As mentioned before, without entry hazard support, Electivire struggles to OHKO anything aside from non-defensive Pokemon that are weak to Wild Charge, (AC) or opponents that are frail. In addition, Electivire forces a lot of switches with its coverage, so entry hazards can wear down the opponent's team as they try to outpredict around Electivire. As a result, Omastar and Qwilfish make good partners, as both of them can place Spikes (the former also gets Stealth Rock) on the field and attract Electric-type moves to activate Electivire's Motor Drive. Ferroseed also makes a good partner, as it also gets both forms of entry hazards while taking little damage from priority moves and Earthquake, which are often targeted at Electivire. Finally, because Electivire can wear down&mdash;possibly KO(remove space) &mdash;Pokemon such as Slowking, Rotom, Tangrowth, and Steelix, it can open up the way for a teammate to attack without getting easily walled. Because of this, Kabutops, Druddigon, and Aggron, (RC) &mdash;which all struggle with one or more of the aforementioned Pokemon, (RC) &mdash;make good teammates, as their STAB moves are far more threatening when the opponent lacks a bulky Pokemon that can resist it.</p>

[Other Options]

<p>Electivire has other options to consider, but they are rarely worth using. The first of which is Vital Spirit, which is a useful ability in a tier where sleep inducers such as Lilligant and Smeargle are common. However, even though Electivire can outspeed both of the aforementioned Pokemon and other sleep inducers, it cannot reliably deal with Grass-types due to them resisting its STAB, a problem that becomes evident against Amoonguss. Some of Electivire's best checks, mainly bulky Ground-types, are hit hard by Hidden Power Grass, but Ice Punch does enough damage to most of them, and the ones it doesn't do very much against are rare or defeat it regardless. Electivire's only means of setup is via Meditate, but a +1 boost is rarely enough to help any Pokemon. Cross Chop is useful for hitting Clefable and other Normal-types, but its use essentially stops there, and its other moves are typically more useful. Electivire's strongest move is actually Focus Punch despite the fact that it lacks a STAB boost, so it is capable of running a decent SubPunch set, aided by the fact that it causes a lot of switches. Unfortunately, using two moveslots ultimately limits Electivire's coverage immensely, and even though its Focus Punch is strong, it pales in comparison to other SubPunch users that haveget a STAB boost. Finally, Electivire's decent offensive stats, good movepool, and access to Volt Switch allow it to utilize all Choice items effectively, but the main issue is that it cannot switch moves in this case, which is Electivire's most useful trait.</p>

[Checks and Counters]

<p>Not very many Pokemon can counter Electivire due to its high offensive stats and amazing coverage; but Electivire's coverage limits the amoun struggles to get past of Pokemon that can wall it, because it has an answer to nearly everything, but if they aren't weak to any particular move Electivireit carries, or Pokemon who have good defensive stats, Electivire struggles to get past them. Bulky Ground-types, such as Sandslash, Piloswine, and Rhydon, stand out as the best checks, as they can take anything bar the rare Hidden Power Grass (and in Sandslash's and Rhydon's case, Ice Punch and Earthquake, respectively, do a noticeable amount of damage) and OHKO it back with Earthquake. Crustle can use Electivire as setup fodder thanks to its high Defense, (RC) (You don't need to remove the comma here, the analysis just randomly said "RC".) and either set up entry hazards or Shell Smash, along withor just hitting Electivire with its STAB move or Earthquake. Although Regirock is weak to Earthquake, it can sponge the move with its massive physical Defense and OHKO back with an Earthquake of its own. Bulky versions of Rotom avoid the 2HKO from anything Electivire has and can burn it with Will-O-Wisp; keep in mind, though, that Ice Punch will 2HKO offensive vairants of Rotom. Uxie doesn't take very much damage from any of Electivire's moves and can wear it down with its own STAB(space)moves. Any Gardevoir with Trace gets a free switch oninto Wild Charge thanks to it copying Motor Drive, and it can hit itElectivire back with its STAB moves. There are several revenge killers that can OHKO Electivire, such as Choice Scarf Emboar and Medicham, along with Choice Band Entei thanks to ExtreemeSpeed, which manages to KO after some prior damage. Finally, if all else fails, smart switching will aid in defeating Electivire; between Life Orb damage and Wild Charge recoil, it mayight end up defeating itself in due time.</p>
Great job Swamp-Rocket. There were just a few odd spacing issues, but nothing too big.


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