Competitive Information for Electrike [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Electrike electrike
Base Stats for Electrike

Electric

Abilities:
Lightning RodLightning Rod: This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
,
MinusMinus: If an active ally has this Ability or the Plus Ability, this Pokemon's Sp. Atk is 1.5x.
,
StaticStatic: 30% chance a Pokemon making contact with this Pokemon will be paralyzed.


Evolutions / Family:
Electrike
Manectric

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

Movesets for Singles


What is a good competitive moveset for Electrike? 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.


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


Species: Electrike
Item: Electrium Z / Focus Sash
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Flamethrower / Flame Burst
- Signal Beam
- Round / Snore

Special Sweeper Electrike (Lightning Rod)

Electrike is an interesting Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Electrike from being one-shotted and allowing it to atleast use a crucial move when brought out. With Lightning Rod, Electrike draws electric moves to itself to raise sp. atk by 1; electric immunity.

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).
Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).
Flame Burst is a special 70-base power Fire-type move (damages pokemon next to the target as well).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).
Snore is a special 50-base power Normal-type move (Electrike must be asleep. 30% chance to flinch target).


Movesets for Doubles


What is a good doubles moveset for Electrike? 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: Electrike
Item: Electrium Z / Focus Sash
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Snarl
- Flamethrower / Flame Burst
- Signal Beam

Doubles Special Sweeper Electrike (Lightning Rod)

Electrike is a sensational Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Electrike from being one-shotted and allowing it to atleast use a crucial move when brought out. With Lightning Rod, Electrike draws electric moves to itself to raise sp. atk by 1; electric immunity.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Snarl is a special 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).
Flame Burst is a special 70-base power Fire-type move (damages pokemon next to the target as well).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).


Movepool


Wondering what moves can Electrike 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.
Flame Burst
70
100%
15
Damages Pokemon next to the target as well.
Flamethrower
90
100%
15
10% chance to burn the target.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
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.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
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.
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.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Quick Attack
40
100%
30
Usually goes first.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Spark
65
100%
20
30% chance to paralyze the target.
Strength
80
100%
15
No additional effect.
Tackle
40
100%
35
No additional effect.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Wild Charge
90
100%
15
Has 1/4 recoil.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Howl
--
--
40
Raises the user's Attack by 1.
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.
Mimic
--
--
10
The last move the target used replaces this one.
Odor Sleuth
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
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.
Switcheroo
--
100%
10
User switches its held item with the target's.
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 Electrike 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 Electrike

Create a build


Have an idea in mind for Electrike 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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Visit Smogon's Pokedex for more competitive movesets for ElectrikeVisit Serebii's Pokedex for location, breeding, and other game details about ElectrikeVisit Bulbapedia for more information about Electrike