Sup dudes. I'm 2Shainz!, and I've been playing Mono for about a year. I've never written here before, so I figured I'd post some to get some help from the community since I'm tryna level up my teambuilding skills. This Regieleki team only peaked at 1524 on ladder, so it's not revolutionary. I'd appreciate any feedback, though.
As a fan of clicking the same button repeatedly until I get the W, I really wanted to build a Regieleki team. Since so many matchups have hard counters to Eleki, though, I knew the team needed some serious support. Obviously Ground is something you never want to run into. Other types, like Psychic, Dragon, Grass, Steel, and even Fairy depending on the team make up, can be annoying to Eleki as well. Not to mention the fact that the pokemon collapses from any priority whatsoever. So the team was built around dealing with some of these issues.
The Team Building Process
So, the initial idea was to use Koko with Grass Knot to check ground types not named Landorus or Garchomp to allow Regieleki to sweep. I added Choice Band Zeraora, because I needed a strong breaker that could chip things down for Regieleki, as well as be useful in Electric's poor matchups. I detail this more when I breakdown the team. Rotom W was added as a ground immunity with and interesting set to help against other threats, namely Dragapult. Zapdos is practically ubiqutous on Electric, so I added it here to help with Steel, Ground, Grass, and Defog. I realized that a more effective Excadrill check would give me a chance to beat Steel, so I added Magnezone as a strong breaker that can trap annoying Steels.
The Squad
Regieleki @ Choice Specs
Ability: Transistor
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Rising Voltage
- Explosion
- Volt Switch
- Thunderbolt
I experimented with Magnet for a bit, but it hit me that Regieleki kinda needs specs. Without specs, it can't deal with things like Blissey and Ferrothorn. With specs, however, these miracles happen:
252+ SpA Choice Specs Transistor Regieleki Rising Voltage (140 BP) vs. 252 HP / 4 SpD Blissey in Electric Terrain: 469-553 (65.6 - 77.4%) -- guaranteed 2HKO
252+ SpA Choice Specs Transistor Regieleki Rising Voltage (140 BP) vs. 252 HP / 176+ SpD Ferrothorn in Electric Terrain: 210-247 (59.6 - 70.1%) -- guaranteed 2HKO after Leftovers recovery
If you ever want a chance against Steel, the 2HKO on Ferro is pretty much essential. Dragapult and other mons that resist electric get blown up by Rising Voltage as well. Explosion is to hit certain resists like Gastrodon. It can win games against types with one ground mon that you need to eliminate. For instance, blowing up Mamoswine after chip helps the team against Ice.
Tapu Koko @ Expert Belt
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Grass Knot
With this pokemon, the idea is basically to work the opposite of the way Regieleki does. I opted for Expert Belt since I didn't wanna lock into moves with Specs. If you play against, for instance, Water, a good player will know Koko wants to Grass Knot Swamp or Seis, so they will switch into Pex or something else that kills your momentum. With this set, you can click TBlot, and if Swamp comes in, you get a surprise kill. This set also still 2HKO's Hippo and Gastro. U-turn is over Volt Switch so that I can still phaze out on Electric resists, and it also helps punish Grass mons for switching in.
Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Plasma Fists
- Close Combat
- Play Rough
I really wanted to make this Adamant, but it's critical that Zera outspeeds Dragapult, who can occasionally be running Jolly on Dragon Dance sets. This serves as a wincon against Dragon, Normal, Steel with Aegi gone, and Ghost. In all the other matchups, it knocks items off for it's partners. The flying matchup (which is NOT free for Electric by any means) gets easier when you can blow up Thundurus and eliminate Lando's item.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Toxic
- Foul Play
This set is basically hidden tech for Dragon Dance Dragapult.
+1 252 Atk Life Orb Dragapult Dragon Darts (2 hits) vs. 252 HP / 252+ Def Rotom-Wash: 210-250 (69 - 82.2%) -- approx. 2HKO
Dragapult usually stays in or Substitutes in front of Rotom W, which makes this tech very effective.You need to keep Rotom healthy, but against Dragon, Rotom isn't doing much in the first place so you're likely not risking it. Toxic is there to punish common switch ins that mess up Electric, namely Gastrodon, Cradily, Lati's, Seismitoad, and Hydreigon. This set also puts in lots of work against ground obviously.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Roost
- Defog
This is the typical Zapdos set with Volt Switch over Discharge. As nice as it is to paralyze things, I felt on a more offensive team that it was more valuable to Volt Switch on things to get Regieleki and Zeraora in. Hurricane has been growing a lot in popularity, but I liked the value in Heat Wave for the Steel and Grass matchups (it also doesn't miss every other time you click it). Zapdos can also be set up fodder for Dragapult, Volcarona, and other mons, where Volt Switch out into a counter can be very effective.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Substitute
- Iron Defense
- Body Press
- Thunderbolt
I love this thing. Obviously, the main objective of Magnezone is to set up on Excadrill, Iron Defense up and start claiming lives. What I found through testing, however, is that it can be useful in so many other matchups that wouldn't seem advantageous. For instance, against most Grass teams Magnezone doesn't really threaten, especially since Celebi, Venu, and Bulu just sit on it. There are many opportunities, however, where you can set up in front of Cradily or Ferro, and get into a position where it puts in work anyways. a +4 Body Press will still do damage to an offensive Celebi even if it's resisted. The typing makes Magnezone useful in most every matchup, even if it can't offensively threaten.
Proof of Ladder Points
Thank you very much to anyone who reads! Like I said, I'm open to any feedback!
As a fan of clicking the same button repeatedly until I get the W, I really wanted to build a Regieleki team. Since so many matchups have hard counters to Eleki, though, I knew the team needed some serious support. Obviously Ground is something you never want to run into. Other types, like Psychic, Dragon, Grass, Steel, and even Fairy depending on the team make up, can be annoying to Eleki as well. Not to mention the fact that the pokemon collapses from any priority whatsoever. So the team was built around dealing with some of these issues.
The Team Building Process
So, the initial idea was to use Koko with Grass Knot to check ground types not named Landorus or Garchomp to allow Regieleki to sweep. I added Choice Band Zeraora, because I needed a strong breaker that could chip things down for Regieleki, as well as be useful in Electric's poor matchups. I detail this more when I breakdown the team. Rotom W was added as a ground immunity with and interesting set to help against other threats, namely Dragapult. Zapdos is practically ubiqutous on Electric, so I added it here to help with Steel, Ground, Grass, and Defog. I realized that a more effective Excadrill check would give me a chance to beat Steel, so I added Magnezone as a strong breaker that can trap annoying Steels.
The Squad
Regieleki @ Choice Specs
Ability: Transistor
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Rising Voltage
- Explosion
- Volt Switch
- Thunderbolt
I experimented with Magnet for a bit, but it hit me that Regieleki kinda needs specs. Without specs, it can't deal with things like Blissey and Ferrothorn. With specs, however, these miracles happen:
252+ SpA Choice Specs Transistor Regieleki Rising Voltage (140 BP) vs. 252 HP / 4 SpD Blissey in Electric Terrain: 469-553 (65.6 - 77.4%) -- guaranteed 2HKO
252+ SpA Choice Specs Transistor Regieleki Rising Voltage (140 BP) vs. 252 HP / 176+ SpD Ferrothorn in Electric Terrain: 210-247 (59.6 - 70.1%) -- guaranteed 2HKO after Leftovers recovery
If you ever want a chance against Steel, the 2HKO on Ferro is pretty much essential. Dragapult and other mons that resist electric get blown up by Rising Voltage as well. Explosion is to hit certain resists like Gastrodon. It can win games against types with one ground mon that you need to eliminate. For instance, blowing up Mamoswine after chip helps the team against Ice.
Tapu Koko @ Expert Belt
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Grass Knot
With this pokemon, the idea is basically to work the opposite of the way Regieleki does. I opted for Expert Belt since I didn't wanna lock into moves with Specs. If you play against, for instance, Water, a good player will know Koko wants to Grass Knot Swamp or Seis, so they will switch into Pex or something else that kills your momentum. With this set, you can click TBlot, and if Swamp comes in, you get a surprise kill. This set also still 2HKO's Hippo and Gastro. U-turn is over Volt Switch so that I can still phaze out on Electric resists, and it also helps punish Grass mons for switching in.
Zeraora @ Choice Band
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Plasma Fists
- Close Combat
- Play Rough
I really wanted to make this Adamant, but it's critical that Zera outspeeds Dragapult, who can occasionally be running Jolly on Dragon Dance sets. This serves as a wincon against Dragon, Normal, Steel with Aegi gone, and Ghost. In all the other matchups, it knocks items off for it's partners. The flying matchup (which is NOT free for Electric by any means) gets easier when you can blow up Thundurus and eliminate Lando's item.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Toxic
- Foul Play
This set is basically hidden tech for Dragon Dance Dragapult.
+1 252 Atk Life Orb Dragapult Dragon Darts (2 hits) vs. 252 HP / 252+ Def Rotom-Wash: 210-250 (69 - 82.2%) -- approx. 2HKO
Dragapult usually stays in or Substitutes in front of Rotom W, which makes this tech very effective.You need to keep Rotom healthy, but against Dragon, Rotom isn't doing much in the first place so you're likely not risking it. Toxic is there to punish common switch ins that mess up Electric, namely Gastrodon, Cradily, Lati's, Seismitoad, and Hydreigon. This set also puts in lots of work against ground obviously.
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Roost
- Defog
This is the typical Zapdos set with Volt Switch over Discharge. As nice as it is to paralyze things, I felt on a more offensive team that it was more valuable to Volt Switch on things to get Regieleki and Zeraora in. Hurricane has been growing a lot in popularity, but I liked the value in Heat Wave for the Steel and Grass matchups (it also doesn't miss every other time you click it). Zapdos can also be set up fodder for Dragapult, Volcarona, and other mons, where Volt Switch out into a counter can be very effective.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Substitute
- Iron Defense
- Body Press
- Thunderbolt
I love this thing. Obviously, the main objective of Magnezone is to set up on Excadrill, Iron Defense up and start claiming lives. What I found through testing, however, is that it can be useful in so many other matchups that wouldn't seem advantageous. For instance, against most Grass teams Magnezone doesn't really threaten, especially since Celebi, Venu, and Bulu just sit on it. There are many opportunities, however, where you can set up in front of Cradily or Ferro, and get into a position where it puts in work anyways. a +4 Body Press will still do damage to an offensive Celebi even if it's resisted. The typing makes Magnezone useful in most every matchup, even if it can't offensively threaten.
Proof of Ladder Points
Thank you very much to anyone who reads! Like I said, I'm open to any feedback!