Greetings! Electric type has only one weakness, Ground-type, and that was what made me interested in making a team based on that type of Pokémon. The team functions well but lacks a bit of power. All input is welcome.
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Energy Ball
- Thunder
- Bug Buzz
I like Galvantula as a field-hazard enabler. Since electric types tend to rely on speed to be effective, Sticky Web is an excellent move to begin the battle. Focus Sash mitigates Galvantula's frail nature and Thunder and Bug Buzz are stabs.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Aerial Ace
- Dazzling Gleam
- Thunderbolt
Having a fairy type n the team is very useful against dragons, and Tapu Koko is perfect for the job. U-turn allows tactical retreats, Aerial Ace finishes weakened Grass-types, and Dazzling Gleam and Thunderbolt are stabs. More, Electric Surge augments the team resistance and can act as a defense against certain attack.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Hydro Pump
- Thunderbolt
Ground-types is this team's main weakness. It becomes necessary to have counter-measures aginst these menace and Rotom Wash is one of such measures. Levitate and the water typing shut off the type disandvantage and Hydro Pump is an effective move against them. Volt Switch assures mobility and Thunderbolt is a nice stab. Pain Split can be used to restore Rotom-Wash's HP.
Zapdos @ Leftovers
Ability: Pressure
IVs: 0 Atk
- Roost
- Defog
- Heat Wave
- Thunder
Zapdos is a weird choice. On one side I wanted a pokémon who could use dDefog so entry hazards would not be an issue. However Zapdos is itself heavily affected by Stealth Rock so its usefulness is diminished. Roost mitigates this to some extent. Heat Wave and Thunder are coverage moves.
Xurkitree @ Choice Scarf
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Facade
- Power Whip
- Dazzling Gleam
- Thunder
Xurkitree is another weird choice. I picked it to experiment with ts ability, Beast Boost and the results are mixed. On one side, with Power Whip, Dazzling Gleam and Thunder for coverage with Facade to deal with status it can pull surprising sweeps. On the other, it has low defenses and can get wiped out pretty easily.
Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Magnezone is the trap for steel types, using Magnet Pull to prevent swithing and Hidden Power Fire to finish them off. Flash Cannon and Thunder are Stabs.

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sticky Web
- Energy Ball
- Thunder
- Bug Buzz
I like Galvantula as a field-hazard enabler. Since electric types tend to rely on speed to be effective, Sticky Web is an excellent move to begin the battle. Focus Sash mitigates Galvantula's frail nature and Thunder and Bug Buzz are stabs.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Aerial Ace
- Dazzling Gleam
- Thunderbolt
Having a fairy type n the team is very useful against dragons, and Tapu Koko is perfect for the job. U-turn allows tactical retreats, Aerial Ace finishes weakened Grass-types, and Dazzling Gleam and Thunderbolt are stabs. More, Electric Surge augments the team resistance and can act as a defense against certain attack.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Hydro Pump
- Thunderbolt
Ground-types is this team's main weakness. It becomes necessary to have counter-measures aginst these menace and Rotom Wash is one of such measures. Levitate and the water typing shut off the type disandvantage and Hydro Pump is an effective move against them. Volt Switch assures mobility and Thunderbolt is a nice stab. Pain Split can be used to restore Rotom-Wash's HP.

Zapdos @ Leftovers
Ability: Pressure
IVs: 0 Atk
- Roost
- Defog
- Heat Wave
- Thunder
Zapdos is a weird choice. On one side I wanted a pokémon who could use dDefog so entry hazards would not be an issue. However Zapdos is itself heavily affected by Stealth Rock so its usefulness is diminished. Roost mitigates this to some extent. Heat Wave and Thunder are coverage moves.

Xurkitree @ Choice Scarf
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpA
Mild Nature
- Facade
- Power Whip
- Dazzling Gleam
- Thunder
Xurkitree is another weird choice. I picked it to experiment with ts ability, Beast Boost and the results are mixed. On one side, with Power Whip, Dazzling Gleam and Thunder for coverage with Facade to deal with status it can pull surprising sweeps. On the other, it has low defenses and can get wiped out pretty easily.

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Magnezone is the trap for steel types, using Magnet Pull to prevent swithing and Hidden Power Fire to finish them off. Flash Cannon and Thunder are Stabs.
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