Electivire [QC: 0/3]

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[OVERVIEW]

+Can take on some of the best Pokemons in NU such as Archeops, Kabutops, Lilligant, and Fletchinder
+Good coverage moves. Taking on Ground-types aren't much of a problem
+Access to two great abilities. Motor Drive giving it a speed boost plus an immunity to Electric-type which discourages the common Electric-type moves such as Volt Switch, Wild Charge and Thunderbolt. On the other hand, Vital Spirit making it immune to Lilligant and Vivillon's Sleep Powder, Jynx's Lovely Kiss, and Haunter's Hypnosis.
+Outspeeds every Pokemon on the tier except Ninjask once boosted by Motor Drive
+Good mixed attacking stats and movepool make it one of the best wallbreakers
-Bad defensive stats which make Electivire revenge killed easily by common Choice Scarf users like Rotom formes, Pyroar, Lilligant, Mesprit, and Jynx
-Lacks priority moves which cause Electivire trouble in dealing with faster Pokemons like Archeops, Tauros, and Sneasel. This may also prompt a weakened Electivire to be KOed.
-Lack of boosting moves hinders its wallbreaking ability especially if Electivire has no super-effective to it and makes Electivire Sucker Punch prone.

[SET]
Name: MixVire
Move 1: Thunderbolt
Move 2: Flamethrower
Move 3: Earthquake
Move 4: Hidden Power Grass
Item: Life Orb
Ability: Motor Drive
EVs: 88 Atk /20 Def / 164 SpA / 236 Spe
Nature: Rash

[SET COMMENTS]
Moves
=======

-Thunderbolt is Electivire's best STAB move hitting most Pokemon hard unless they resist or is immune to it. Wild Charge cuts off too much health because of the recoil and the passive Life Orb damage and Thunder Punch is generally weaker than Thunderbolt.
-Flamethrower is used to hit Grass-types like Gourgeist, Vileplume, Cacturne, and Ferroseed very hard.
-Earthquake is used to hit the Electric-types like Lanturn and a foe Electivire with a huge amount of damage.
-Hidden Power Grass is used mainly for Ground types like Rhydon, and Quagsire that Electivire has lots of trouble with.

Set Details
=======

-Life Orb is the preferred item as it boosts Electivire's offensive power to have more capability in wallbreaking.
-A Rash nature and 164 Special Attack EVs OHKOs Physically Defensive Quagsire and guarantees 2HKO against Mesprit while the 88 EVs in attack allows Electivire to knock Pyroar out with an Earthquake.236 Speed EV investment outpaces Timid Mesprit and Jolly Kabutops and KO the latter with Thunderbolt. The remaining EVs are put into Defense to further increase physical bulk.

Usage Tips
=======

Electivire is best used as a wallbreaker used to punch holes on the opposing team to open up for a sweep. Electivire works the best in clearing out Water-types such as Gorebyss, Prinplup, Mantine, Huntail, Carracosta and Samurott and Flying-types like Fletchinder, Pelipper, Archeops and Vivillon. Electivire shall be sent in when you predict an Electric-type move coming but be careful as some players may counter-predict and surprise you with an Earthquake.
Team Options
========

-Electivire pairs very well with Mantine as the former provides Electric-type immunity for the latter. In return Mantine provides Ground-type immunity and knocks them out as well with Scald.
-Electivire also forms a good team with Pokemons that dislike paralysis such as Archeops and Tauros as Electivire gets a boost with Thunder Wave.
-Electivire appreciates some Wish support as it does not have any form of recovery. Another reason is because it is easily wore down by the Life Orb recoil damage.

[SET]
name: Offensive
move 1: Wild Charge / Thunder Punch
move 2: Earthquake
move 3: Ice Punch
move 4: Power-Up Punch / Hidden Power Grass
item: Life Orb
ability: Motor Drive / Vital Spirit
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
=======

-Wild Charge, despite the hefty recoil damage, is Electivire's most powerful STAB move that is very useful in punching holes in the opposing team as it hits almost all Pokemons very hard.
-Thunder Punch is another option though its base power is weaker, it minimizes the recoil damage taken by Electivire and still hitting hard.
-Earthquake is used to hit the Electric-types like Lanturn, Stunfisk and a foe Electivire as well as Rock-types such as Regirock, Magcargo and Aurorus with a huge amount of damage.
-Ice Punch is used to KO Lilligant and Torterra even if unboosted if Adamant and having a high chance if Jolly, OHKO Golurk, Specs Exeggutor, Marowak and Offensive Vileplume while 2HKOing Claydol, Stunfisk, Rotom-Fan, SubSeed Exeggutor and Defensive Vileplume at +1 regardless of the nature. Ice Punch also KOs all of them at +2 including Offensive Sandslash and Defensive Sandslash at +3.
-Power-up Punch is a really good move snowballing Electivire's already high attack stat while at the same time damaging the foe.
-Hidden Power Grass another choice to clear out Ground types that Ice Punch can't beat like Rhydon and Quagsire that Electivire finds really hard to deal with otherwise.

Set Details
=======

-Life Orb is the preferred item as it boosts Electivire's offensive power to have more capability in wallbreaking.
-Max Attack and Speed EV investment maximizes Electivire's offensive capabilities to hit as hard and be as fast as it can.
-A Jolly nature is the recommended one because Electivire needs the speed to not be outpaced and killed easily.Alternatively, one can run an Adamant nature with the EV spread 252 Atk / 20 Def / 236 Spe for more power and bulk and still outspeeding neutral-natured base 90s and max speed base 80s ,albeit Electivire loses some of his speed.
-Motor Drive allows Electivire to have a speed boost prompting it to be the second fastest Pokemon, the first being Ninjask, and can destroy a team by both hitting them very hard and outspeeding them.
-Vital Spirit can also be used so Electivire won't be a setup bait or easily killed by the common sleep users such as Lilligant, Vivillon, Jynx and Haunter.

Usage Tips
=======

This set can function both early or late-game. It can punch holes early in-game to clear out the Water-types, Flying-types, Electric-types and some Normal-types like Gorebyssand set-up as well using Power-up Punch. Another function is to clean late-game, fainting the remaining weakened Pokemons through the aid of its teammates by removing the faster Pokemons and damaging bulky Pokemons down to their KO range. Electivire should be safely sent out as it cannot take hits because of its frailness. Some ways to do it are slow VoltTurn, sending out right after one of your Pokemons faint or by slow Memento or Baton Pass.
Team Options
========

-Electivire pairs very well with Mantine as the former provides Electric-type immunity for the latter. In return Mantine provides Ground-type immunity and knocks them out as well with Scald.
-Electivire also forms a good team with Pokemons that dislike paralysis such as Archeops and Tauros as Electivire gets a boost with Thunder Wave.
-Slow VoltTurn, Memento or Baton Pass users such as Uxie(the best one), Lanturn, Musharna and Xatu are useful teammates for Electivire as they help bring Electivire safely.

[STRATEGY COMMENTS]

Other Options
-Volt Switch can be used to be able to gain momentum and form a VoltTurn core with another teammate. It is also a good way to escape slower threats such as Mesprit and Hariyama. This, however, eats up a valuable moveslot to Electivire forcing it to sacrifice one move.
-Choice Band can be used to skyrocket Electivire's attack stat though it limits the wallbreaking ability of Electivire and locks it on only one move.

Checks and Counters
===================

**Ground Types**: Electivire has lots of trouble dealing with Ground types except Rhydon and Quagsire as they are not knocked out with HP Grass and hitting back with an Earthquake.

**Faster Pokemons**: Due to Electivire's lack of priority moves, it suffers a lot of damage against faster pokemons such as Tauros and Sneasel. However, if Electivire is boosted by Motor Drive, they can be dealt tons of damage.

**Bulky Pokemons**: Bulky Pokemons such as Mesprit and Hariyama can endure a hit from Electivire and hit back to weaken or even KO Electivire.
 
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[SET]
Name: Mixed Attacker
Move 1: Thunderbolt
Move 2: Flamethrower
Move 3: Earthquake
Move 4: Hidden Power Grass
Item: Life Orb
Ability: Motor Drive
Nature: Naive
EVs: 4 Atk / 252 SpA / 252 Spe

This should be a set, maybe even the only one. I'm not sure how well the other sets like physical evire work, but I don't think CB deserves a set as it cuts into Electivire's ability to wallbreaker via its coverage, which is quite important as it relies a lot of Speed + super effective moves to break things.
 
Yeah mixed EVire does a better job at wallbreaking since it has the necessary coverage moves to threaten cores while not being Choice-locked. Choiced physical EVire really doesn't do a goob job at breaking cores, and LO physical EVire suffers from its STAB moves being less than stellar; LO Wild Charge eats up too much health for not that much power, and LO invested ThunderPunch is weaker than LO invested Thunderbolt.

Overview should touch upon EVire's inability to break past bulky neutral targets, as the average BP of its attacks and lack of boosting moves greatly hinder its KOing power.

Whenever you mention targets of a move, be sure to list specific and relevant Pokemon as examples.
 
[SET]
Name: Mixed Attacker
Move 1: Thunderbolt
Move 2: Flamethrower
Move 3: Earthquake
Move 4: Hidden Power Grass
Item: Life Orb
Ability: Motor Drive
Nature: Naive
EVs: 4 Atk / 252 SpA / 252 Spe

This should be a set, maybe even the only one. I'm not sure how well the other sets like physical evire work, but I don't think CB deserves a set as it cuts into Electivire's ability to wallbreaker via its coverage, which is quite important as it relies a lot of Speed + super effective moves to break things.
Thanks for the set. I used CB and it's good but being locked is really a problem. I think that set is better. Im gonna edit my post.
 
I think hollywood had some success with physical-based MixVire too, with like Wild Charge / EQ / Ice Punch / HP Grass. Sounds good enough for a set, though idk if it would go above or below the special one.

kt3 you're missing the Other Options section, you list moves / items that aren't on full sets but are still somewhat decent
 
In the title it is supposed to be QC 0/3 not GP 0/3 (GP is the next stage of the analysis after you have gotten all three QC checks)

The bolding in checks and counters is also unnecessary.
 
I don't think it really needs Flamethrower, does it? I guess it hits Vileplume and Tangela, but neither of those are particularly popular (especially Tangela) and it doesn't seem to hit much else. Ferroseed too I guess. I think it would be better as a mention in Moves rather than an entire slot.

The specific Electivire set I ran I don't actually think is very good anymore. Without Seismitoad, Hidden Power Grass is strictly hitting Quagsire and Rhydon, neither of which are especially common at the moment. That was the set I was running though (Wild Charge/EQ/HP Grass/Ice Punch). I think in this metagame, I'd rather run something swanky like Volt Switch or Power-Up Punch. In fact last slot Power-Up Punch / Hidden Power Grass sounds good to me. The spread I ran was outdated as well. I'd probably just run Jolly max/max with a mention of Adamant in Set Details because you're mostly just missing out on Uxie, Jynx, some Zangoose, Vivillon, and Lilligant, most of which aren't that scary for Electivire if it runs Vital Spirit. Jolly>Naive or Hasty because you still get the 2HKO on Quagsire and all but SpDef Rhydon. Takes too many EVs with a neutral nature to guarantee the OHKO on Quagsire after Stealth Rock. You can mention a spread of 204 Atk / 52 SpA / 252 Spe Hasty in Set Details to guarantee the 2HKO on SpDef Rhydon after Stealth Rock with HP Grass, as well as 216 Atk / 52 SpA / 236 Spe Lonely for a stronger spread that also 2HKOs Rhydon and outruns everything up to Timid Mesprit and Jolly Kabutops.

so tl;dr my set is

name: Offensive
move 1: Wild Charge
move 2: Earthquake
move 3: Ice Punch
move 4: Power-Up Punch / Hidden Power Grass
item: Life Orb
ability: Motor Drive / Vital Spirit
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

with Volt Switch and Flamethrower mentioned in Moves, 204 Atk / 52 SpA / 252 Spe, Hasty and 216 Atk / 52 SpA / 236 Spe Lonely in Set Details
 
hollywood Flamethrower's main use would be to strike bulky Grass-types, such as Ferroseed, Vileplume, Gourgeist (hard walls physical EVire), all of which are starting to rise in prominence due to Xatu's drop and Sawk's rise respectively. It usually does more damage to Grass-types than Ice Punch would overall (with the exception of Torterra), such as having a 25% chance to cleanly OHKO Exeggutor while Ice Punch fails to do so even after SR.

252 SpA Life Orb Electivire Flamethrower vs. 4 HP / 0 SpD Lilligant: 263-309 (93.2 - 109.5%) -- 56.3% chance to OHKO
252 Atk Life Orb Electivire Ice Punch vs. 4 HP / 0 Def Lilligant: 260-307 (92.1 - 108.8%) -- 50% chance to OHKO

Against a target with equal defenses, Flamethrower's higher BP barely bridges the gap between EVire's offenses. That said, holly's EVire carries Power-Up Punch which is obviously why he would have more success with Ice Punch.

For the sets themselves: the specially inclined set relies mostly on its coverage to break down cores relying on defensive synergy, while the physically inclined set would likely focus more on brute strength instead (what with Wild Charge + Power-Up Punch) to break cores while supplemented by its coverage.
252 Atk Life Orb Electivire Wild Charge vs. 0 HP / 0 Def Spinda: 278-329 (106.5 - 126%) -- guaranteed OHKO
252 SpA Life Orb Electivire Thunderbolt vs. 0 HP / 0 SpD Spinda: 234-277 (89.6 - 106.1%) -- 37.5% chance to OHKO
While Wild Charge is noticeably stronger than TBolt (outright eclipses after a Power-Up Punch), the hefty recoil would mean it is less adept at breaking down cores than the special set due to its lesser survivability (you don't need to suffer additional recoil while striking Water-types like Carracosta, Pelipper, Samurott, Huntail, etc.). So...second set?

kt3 take notes because this would be useful for Usage Tips
 
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My Set:

252 Atk
252 Def
4 HP

Motor Drive

Choice Band

Fire Punch
Ice Punch
Wild Charge
Earthquake
yeah no investing in defense is a terrible idea, evire needs the speed.

Anyways, checking stuff.

[Overview]
This needs a bunch of work, most of the points are extremely vague and do not tell me how Electivire functions in the NU metagame. Stuff like "has good mixed attacking stats" and "frail" are either basic information that anyone with common sense can figure out or just has no explanation behind it as to why it is a good or bad thing.
How the hell does it face competition from Rotom and Magneton? They all do different things, Electivire is a mixed or physical attacker and firstly and foremost a wallbreaker while the other two play quite differently than Electivire does for the most part.

[Set]
Formatting is really off, please check the analysis formatting guide thx.

[Moves]
Add more targets of Flamethrower, as there are quite a few relevant ones. Also flamethrower doesnt OHKO all of them, just say it hits them hard.

[Set Details]
Electivire isnt sweeping, its a wallbreaker - don't say its going to sweep teams. You dont need to say that LO boosts its physical and special attacks, just say it gives an increase in power.

[Usage Tips]
This is extremely lacking in content, it really doesnt tell me at all how to use Electivire. Please read this for some guidelines.

Add Holly's set please.

Where is Other Options?

Unbold C&C and add more detail.

I know this is your first time, but the quality of this is pretty underwhelming and I'm not too sure you've actually used Electivire :/
 
kt3 the physical set still needs to be added, and most of the sections still need much more detail. I'm going to have to reassign this if you can't do that.
 
QC Reject 1/3

Basically, at this point we'd have to (and have already done so) spoonfeed you a significant portion of the information needed and thats not what we're looking for with writers of analyses. The information is sloppy, unclear, and unorganized, and you ignored a bunch of things I said in my post. Like Blast said, the majority of this needs more detail and its just not up to standards.
 
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ok sorry but this still isn't up to par; you've still neglected many of the suggestions made in this thread, and you've been making several random unnecessary edits to both sets without saying so or getting approval from QC.

I encourage you to lurk more in C&C and see other analyses in the forum to get a better idea of what we expect. For now, Hootie is taking this over.
 
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