National Dex Natdex Vic-Lectric HO team

SirinC&Kokomi

Pls watch Legend of Shenli
is a Tiering Contributor
Meet My team:The Vic-lectric HO spam!(Oof id just add the sprites on later)

As a powerful&simple hyperoffense team,it depends on the electric terrain rising voltage boost to easily tear down opponent's teams.Rising voltage on electric terrain has an amazing power of 180 (vs landed mons),and all electric members have reliable high speed.
The team has sacrifised lots of defense potential to be the most aggresive and the team is prone to groundtype switch-ins,so it depends on predicting with Manectric HP ice&Eleki Normalium z much,or just use our Victorie :victini: to 1-for-1.
A critical predict,and......Victory Creation!
:ss/victini:
Victini @ Ring Target
Ability: Victory Star
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Trick
- V-create
- Bolt Strike
- Final Gambit
The core to deal with the immunities! What could be more luring than a Atk-based non-scarf Victini?Just use V-create&Bolt strike freely,and lure :landorustherian:/:Gliscor:/:garChomp: on with a predicted trick to remove their E-immunity.Also,the powerful STAB could also deal much damage to Stall such as Spdef :clefable:&the :happiny: family,or take away :mamoswine:and :Weavile:.And in some occasions,a final gambit could take away some potential threats such as preventing rocks/DDance for :tyranitar:,or just sarifise it for momentum.
:ss/tapu-koko:
Tapu Koko @ Terrain Extender
Ability: Electric Surge
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Defog
- U-turn
- Roost
- Thunderbolt
The terrain setter.Incase of tight skill selection,Defog goes on Koko instead of Zapdos which has more potential to counter others.Maximum speed gives Koko enough power to give the last hit to worn down opponents.U-turn&roost gives Koko more chance to survive,and spread electricity all around the arena!
:ss/regieleki:
Regieleki @ Normalium Z
Ability: Transistor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Volt Switch
- Hyper Beam
- Ancient Power
The strongest hit.Eleki 3hkoes almost everything with the voltage boost.It still deals massive damage with Transistor even out from terrain.Hyper beam let Eleki goes through Groundtypes in occasions to become a win-con,or just 1-for-1 a healthy :landorustherian: for other rising voltage users to go on.Additionally,Eleki is Super Thin so make sure it goes on safely.
:ss/manectric-mega:
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rising Voltage
- Hidden Power [Ice]
- Volt Switch
- Flamethrower
Lightning rod gives Mane a potential to absorb a Voltswitch and gain a boost both on momentum&power.Intimidiate also has disturbance to physical-attackers in sync with volt switch.HP-Ice let it breaks through Ground types,while flamethrower is another safer choice to steel defensive pokemon while a groundtype threat is avaliable.
:ss/chansey:
Chansey @ Eviolite
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Counter
- Toxic
Ahhhh... The pink Devil again.Despite to poor defense,Chansey has Counter to take away tough attackers such as non-dance:rillaboom:.Wish&softboiled can let The Egg to be healthy again in a row,while Wish can recover the counter damage or serve as a cleric(Give allies a second life).Toxic let Chansey wear down some enemies,as long as stop setup attackers do their duty.
:ss/Zapdos:
Zapdos @ Rocky Helmet
Ability: Static
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- U-turn
- Rising Voltage
- Hurricane
To have enough space to pivot attackers on,Zapdos go an 100%defence stat to wall most of the attacks from :rillaboom::hawlucha:&:Kartana:. Hurricane let Zapdos wear down Chomp,Lando,and has a potential to counter Fighting types.Rising voltage still has power,while Volt switch gives momentum for allies to sweep through.

**Alternatives**
Defog/Heat wave for Zapdos is a choice,and adding heavy-duty boots can decrease the survival pressure to Zapdos.But it will lose part of the ability to punish some physical attackers,especially Zeraora.
A normal Chansey set is okay,I just use Counter for saving the play to some confident scarfers and punish U-turners.
Eleki can have specs in case to 2hko a Chansey in Terrain,bit it'll lose lots of flexibilities if it faces multiple electric immunities.
Vitini can take Scarf to do the Kamikaze mission more freely,or choose boots to rejoin the attacker's team.Just imagine after removing an immunity with ring target and chansey wishes off to take a full-hit gambit...1 for 2 is too HOT.
 
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SirinC&Kokomi

Pls watch Legend of Shenli
is a Tiering Contributor
Thanks for the great suggestions!
It does relieve a lot of pressure facing multi-electric resisting teams,but it still has some trouble while facing the rain bros.Especially when Barraskewda&Swampert-m takes Flip turn,it sweeps through the team too easily
so maybe keep the counter egg for punishing turn spamming or just take them away,since they can't click on fighting moves so easily to avoid a lando switch and wears rain time while their water STABs can't just do an OHKO.
(P.S. The double healin' egg really fits my style TOO much so id like o recommend it for a try.)
As the Victini change,I think i'd test it for a bit more to decide whether these sets are more handy.
(Also maybe give Lando extra speed such as 264 maybe strangely effctive to defensive Heatrans?)
 

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