Competitive Information for Manectric [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Manectric manectric
Base Stats for Manectric

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.

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 ManectricVisit Serebii's Pokedex for location, breeding, and other game details about ManectricVisit Bulbapedia for more information about Manectric

Movesets for Singles


What is a good competitive moveset for Manectric? 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.


Manectric is a pretty decent Electric-typed Pokemon. It's pretty regular to see Manectric show up as a Sun/Moon opponent. Manectric's only type-related weakness is Ground.


Species: Manectric
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Overheat / Flamethrower
- Signal Beam
- Hyper Beam

Special Sweeper Manectric (Lightning Rod)

Manectric is an awesome Special Sweeper. It attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Manectric from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Manectric's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Manectric 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).
Overheat is a special 130-base power Fire-type move (lowers your Manectric's special attack by 2 stages).
Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).
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 (Manectric cannot move next turn).




Species: Manectric
Item: Expert Belt
Ability: Lightning Rod
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 SpD
Moveset:
- Charge Beam
- Rain Dance
- Thunder
- Flamethrower

Manectric Special Tank (Special Attack Lion)

Manectric is an extraordinary Special Tank. It is primarily designed to take a good amount of hits from special attacks while dealing some decent damage. With Lightning Rod, Manectric draws electric moves to itself to raise sp. atk by 1; electric immunity.

Charge Beam is a special STAB-boosted 50-base power Electric-type move (70% chance to raise your Manectric's special attack by 1 stage).
Rain Dance is a status move (for 5 turns, heavy rain powers water moves).
Thunder is a special STAB-boosted 110-base power Electric-type move (30% chance to paralyze. can't miss in rain).
Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).




Species: Manectric
Item: Electric Gem
Ability: Lightning Rod
Nature: Quiet (+SpA, -Spe)
EVs: 252 Hp / 33 Def / 222 SpA
Moveset:
- Snarl
- Volt Switch / Substitute
- Signal Beam / Electro Ball
- Overheat

Manectric Special Tank (Full Of It)

Manectric is a spectacular Special Tank. It's primary goal is to take a nice amount of hits from special attacks while dealing some decent damage. With Lightning Rod, Manectric draws electric moves to itself to raise sp. atk by 1; electric immunity.

Snarl is a special 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
Volt Switch is a special STAB-boosted 70-base power Electric-type move (Manectric switches out after damaging the target).
Substitute is a status move (Manectric takes 1/4 its max hp to put in a substitute).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Electro Ball is a special STAB-boosted 0-base power Electric-type move (more power the faster your Manectric is than the target).
Overheat is a special 130-base power Fire-type move (lowers your Manectric's special attack by 2 stages).



Movesets for Doubles


What is a good doubles moveset for Manectric? 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: Manectric
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Overheat / Flamethrower
- Snarl
- Signal Beam

Doubles Special Sweeper Manectric (Lightning Rod)

Manectric is a marvelous Special Sweeper. This moveset is designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Manectric from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Manectric's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Manectric 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).
Overheat is a special 130-base power Fire-type move (lowers your Manectric's special attack by 2 stages).
Flamethrower is a special 90-base power Fire-type move (10% chance to burn the target).
Snarl is a special 55-base power Dark-type move (100% chance to lower the foes special attack by 1 stage).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).



Movepool


Wondering what moves can Manectric 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.
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.
Overheat
130
90%
5
Lowers the user's Sp. Atk by 2.
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.
Giga Impact
150
90%
5
User cannot move next turn.
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.
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.
Howl
--
--
40
Raises the user's Attack by 1.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
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.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
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 Manectric 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 Manectric

Create a build


Have an idea in mind for Manectric 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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