[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—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—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 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>
<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—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—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 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]
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]
- 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
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.
- 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.
- 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)
- 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.
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