Competitive Information for Electabuzz [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Electabuzz electabuzz
Base Stats for Electabuzz

Electric

Abilities:
StaticStatic: 30% chance a Pokemon making contact with this Pokemon will be paralyzed.
,
Vital SpiritVital Spirit: This Pokemon cannot fall asleep. Gaining this Ability while asleep cures it.


Evolutions / Family:
Elekid
Electabuzz
Electivire

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for ElectabuzzVisit Serebii's Pokedex for location, breeding, and other game details about ElectabuzzVisit Bulbapedia for more information about Electabuzz

Movesets for Singles


What is a good competitive moveset for Electabuzz? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Electabuzz is an astounding Electric-typed Pokemon. Electabuzz is not a Pokemon anyone usually expects sees on the battlefield. Electabuzz's only type-related weakness is Ground.


Species: Electabuzz
Item: Electrium Z / Life Orb
Ability: Static
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Wild Charge / Thunder Punch
- Double-Edge / Return
- Hammer Arm / Brick Break
- Fire Punch

Physical Sweeper Electabuzz (Static)

Electabuzz is a pretty decent Physical Sweeper. It is designed to take down the opponent's team with brute physical power. Focus Sash helps protect Electabuzz from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electabuzz's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Static, 30% chance a pokemon making contact with Electabuzz will be paralyzed.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Thunder Punch is a physical STAB-boosted 75-base power Electric-type move (10% chance to paralyze the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Hammer Arm is a physical 100-base power Fighting-type move (lowers your Electabuzz's speed by 1 stage).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).




Species: Electabuzz
Item: Electrium Z / Life Orb
Ability: Static
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Psychic
- Signal Beam
- Hyper Beam

Special Sweeper Electabuzz (Static)

Electabuzz is an interesting Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Electabuzz from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electabuzz's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Static, 30% chance a pokemon making contact with Electabuzz will be paralyzed.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Electabuzz cannot move next turn).



Movesets for Doubles


What is a good doubles moveset for Electabuzz? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Electabuzz
Item: Electrium Z / Life Orb
Ability: Static
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Wild Charge / Thunder Punch
- Double-Edge / Return
- Hammer Arm / Brick Break
- Fire Punch

Doubles Physical Sweeper Electabuzz (Static)

Electabuzz is a sensational Physical Sweeper. It tries to take down the opponent's team with brute physical power. Focus Sash helps protect Electabuzz from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electabuzz's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Static, 30% chance a pokemon making contact with Electabuzz will be paralyzed.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Thunder Punch is a physical STAB-boosted 75-base power Electric-type move (10% chance to paralyze the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Hammer Arm is a physical 100-base power Fighting-type move (lowers your Electabuzz's speed by 1 stage).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).




Species: Electabuzz
Item: Electrium Z / Life Orb
Ability: Static
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Discharge / Electroweb
- Psychic
- Signal Beam
- Hyper Beam

Doubles Special Sweeper Electabuzz (Static)

Electabuzz is pretty popular Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Electabuzz from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electabuzz's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Static, 30% chance a pokemon making contact with Electabuzz will be paralyzed.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Electroweb is a special STAB-boosted 55-base power Electric-type move (100% chance to lower the foes speed by 1 stage).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Hyper Beam is a special 150-base power Normal-type move (Electabuzz cannot move next turn).



Movepool


Wondering what moves can Electabuzz learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psywave
--
100%
15
Random damage equal to 0.5x-1.5x user's level.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Volt Switch
70
100%
20
User switches out after damaging the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Cross Chop
100
80%
5
High critical hit ratio.
Double-Edge
120
100%
15
Has 33% recoil.
Dual Chop
40
90%
15
Hits 2 times in one turn.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Hammer Arm
100
90%
10
Lowers the user's Speed by 1.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Karate Chop
50
100%
25
High critical hit ratio.
Low Kick
--
100%
20
More power the heavier the target.
Low Sweep
65
100%
20
100% chance to lower the target's Speed by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Quick Attack
40
100%
30
Usually goes first.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Climb
90
85%
20
20% chance to confuse the target.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rolling Kick
60
85%
15
30% chance to flinch the target.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Strength
80
100%
15
No additional effect.
Submission
80
80%
20
Has 1/4 recoil.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
20
Raises the user's Defense by 2.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Follow Me
--
--
20
The foes' moves target the user on the turn used.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Meditate
--
--
40
Raises the user's Attack by 1.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Electabuzz can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Electabuzz

Create a build


Have an idea in mind for Electabuzz that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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