Competitive Information for Electivire [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Electivire electivire
Base Stats for Electivire

Electric

Abilities:
Vital SpiritVital Spirit: This Pokemon cannot fall asleep. Gaining this Ability while asleep cures it.
,
Motor DriveMotor Drive: This Pokemon's Speed is raised 1 stage if hit by an Electric move; Electric immunity.


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 ElectivireVisit Serebii's Pokedex for location, breeding, and other game details about ElectivireVisit Bulbapedia for more information about ElectivireVisit Pikalytics for competitive usage stats on Electivire

Movesets for Singles


What is a good competitive moveset for Electivire? 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.


Common team mates for Electivire in Pokemon Sun/Moon:

SkarmoryTapu%20LeleTapu%20BuluLatias-MegaCharizard-Mega-YVolcanionScolipedeMiloticMagmortarInfernapeForretressAerodactyl-Mega


Electivire is a spectacular Electric-typed Pokemon. Electivire is a pretty regular Pokemon to see in Generation 7. Electivire's only type-related weakness is Ground.


Species: Electivire
Item: Life Orb / Expert Belt
Ability: Motor Drive
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake
- Fire Punch
- Ice Punch
- Thunder Punch / Wild Charge

Physical Sweeper Electivire (Analytic)

Electivire is a spectacular Physical Sweeper. The purpose of this moveset is to take down the opponent's team with brute physical power. Life Orb boosts the power of Electivire's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Motor Drive, Electivire's speed is raised 1 stage if hit by an electric move; electric immunity.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).
Thunder Punch is a physical STAB-boosted 75-base power Electric-type move (10% chance to paralyze the target).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).




Species: Electivire
Item: Electrium Z / Life Orb
Ability: Motor Drive
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Wild Charge / Thunder Punch
- Double-Edge / Return
- Earthquake
- Hammer Arm

Physical Sweeper Electivire (Motor Drive)

Electivire is a pretty decent Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Electivire from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electivire's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Motor Drive, Electivire's speed is raised 1 stage if hit by an electric move; electric immunity.

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).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Hammer Arm is a physical 100-base power Fighting-type move (lowers your Electivire's speed by 1 stage).




Species: Electivire
Item: Choice Band
Ability: Motor Drive
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Wild Charge
- Cross Chop
- Earthquake
- Ice Punch

Electivire Physical Sweeper (Lightning Strike)

Electivire is an interesting Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. Choice Band will increase the damage of Electivire's physical moves by 1.5x at the cost of locking you into the first move you pick. With Motor Drive, Electivire's speed is raised 1 stage if hit by an electric move; electric immunity.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Cross Chop is a physical 100-base power Fighting-type move (high critical hit ratio).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Ice Punch is a physical 75-base power Ice-type move (10% chance to freeze the target).




Species: Electivire
Item: Expert Belt
Ability: Motor Drive
Nature: Naive (+Spe, -SpD)
EVs: 123 Hp / 232 Def / 155 Spe
Moveset:
- Charge Beam
- Hammer Arm / Signal Beam
- Earthquake / Thunderbolt
- Fire Punch / Brick Break

Electivire Physical Wall (Mixed Attack Electivire)

Electivire is a notable Physical Wall. It's purpose is to take a hefty amount of physical hits while dealing some decent damage. With Motor Drive, Electivire's speed is raised 1 stage if hit by an electric move; electric immunity.

Charge Beam is a special STAB-boosted 50-base power Electric-type move (70% chance to raise your Electivire's special attack by 1 stage).
Hammer Arm is a physical 100-base power Fighting-type move (lowers your Electivire's speed by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).



Movesets for Doubles


What is a good doubles moveset for Electivire? 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.


Common team mates for Electivire in Pokemon Sun/Moon:

SkarmoryTapu%20LeleTapu%20BuluLatias-MegaCharizard-Mega-YVolcanionScolipedeMiloticMagmortarInfernapeForretressAerodactyl-Mega


Species: Electivire
Item: Groundium Z / Life Orb
Ability: Motor Drive
Nature: Adamant (+Atk, -SpA)
Nature: Jolly (+Spe, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Earthquake
- Rock Slide
- Wild Charge
- Double-Edge

Doubles Physical Sweeper Electivire (Motor Drive)

Electivire is a notable Physical Sweeper. It is designed to take down the opponent's team with brute physical power. Focus Sash helps protect Electivire from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Electivire's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Motor Drive, Electivire's speed is raised 1 stage if hit by an electric move; electric immunity.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).



Movepool


Wondering what moves can Electivire 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.
Flamethrower
90
100%
15
10% chance to burn the target.
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.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
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.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
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.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
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 Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Rock Tomb
60
95%
15
100% chance to lower the target's Speed 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.
Stomping Tantrum
75
100%
10
Power doubles if the user's last move failed.
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.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
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.
Ion Deluge
--
--
25
Normal moves become Electric type 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.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Electivire 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 Electivire

Create a build


Have an idea in mind for Electivire 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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