I intend for this to be the final Poké Monday, for reasons that I plan to disclose on the next (and also final) Monthly Musing, so I decided to give the series a special farewell by increasing the RNG upper bound to 898, encompassing the entire National Pokédex.
Type: Electric
Base Stats (515 total):
- 85 HP
- 115 Attack
- 80 Defense
- 105 Special Attack
- 80 Special Defense
- 50 Speed
Ability: Levitate – Eelektross is unaffected by Ground-type moves, (Toxic) Spikes, Sticky Web, and Terrains.
Notable physical attacks: Aqua Tail, Drain Punch, Dragon Claw, Knock Off, Thunder Punch, U-turn, Wild Charge
Notable special attacks: Discharge, Dragon Pulse, Flamethrower, Giga Drain, Thunderbolt, Volt Switch
Notable status move: Coil
Overview
Being pure Electric with Levitate makes Eelektross the closest Pokémon to having no weaknesses. If only it had a usable Speed stat or better bulk with a recovery move. Ice coverage would also be nice, but at least the coverage as a whole is surprisingly plentiful (especially for an Electric-type): Giga Drain and Aqua Tail for Ground-types, Flamethrower for Grass- and Steel-types, Drain Punch also for the latter, Knock Off for utility, and access to both Volt Switch and U-turn. Coil enhances its prowess as a physical tank, but as it happens with most Electric-types, it has no better same-type physical attacks than Wild Charge or Thunder Punch: the former unforgivably causing recoil damage, and the latter having a shoddy base power of 75.
Simply put, this enigmatic eel is about evenly split between having a lot going for it and being held back by glaring flaws. That is to say it lies at roughly the peak of the viability bell curve that encompasses all fully evolved Pokémon.
Sets
1: Special tank
Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
– Discharge
– Giga Drain
– Knock Off
– U-turn
Assault Vest gives Eelektross a Special Defense boost while restricting it to attacking moves. This suits it well because plenty of the attacking moves at its disposal happen to have useful side effects: Discharge with its 30% paralysis chance, Giga Drain for coverage and a little longevity, Knock Off as a tool of sabotage, and U-turn for pivoting.
2: Setup
Eelektross @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
– Wild Charge / Thunder Punch
– Knock Off / Aqua Tail
– Rest / Drain Punch
– Coil
On the physical side, Eelektross can use Coil to improve its tanking prowess, although this move is not as useful as it could be, considering the only notable move that benefits from the accuracy boost is Aqua Tail (and even on that front, the term “notable” is used loosely). As a reminder, the choice between Wild Charge and Thunder Punch comes down to power versus longevity. (In the latter case, there is also a 10% paralysis chance.) Knock Off remains a decent coverage option, only being resisted by itself, Fairy, and Fighting. For the third slot, Rest is sadly Eelektross’s best means of regaining HP (especially with a Chesto Berry), whereas Drain Punch is a less passive way that gets better with the accumulation of Coil boosts. (The former also doubles as a means to stave off possible burns.) As an alternative to the Chesto Berry, Leftovers provides a more consistent boon for longevity.
3: Special wallbreaker
Eelektross @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
– Thunderbolt
– Giga Drain
– Flamethrower / Dragon Pulse
– Volt Switch / U-turn
When using Choice Specs to maximize its special damage output, Eelektross will likely be dropping Thunderbolts on everything. …Well, obviously, doing so against a Ground-type would be unwise, especially when Giga Drain is an option. The two types that resist both moves are Grass and Dragon, which are weak to Flamethrower and Dragon Pulse respectively. It’s not good to run all three of the coverage moves in question; rather, Eelektross should use Volt Switch or U-turn to avoid being a momentum sink. The former deals more damage, akin to a weaker Thunderbolt, while the latter cannot be stopped by Ground-types (or exploited by Lightning Rod / Volt Absorb / Motor Drive users) and is super-effective against Grass (like a weaker Flamethrower).
4: Physical wallbreaker
Eelektross @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
– Wild Charge
– Aqua Tail
– Knock Off / Dragon Claw
– U-turn
Although Eelektross’s Attack slightly exceeds its Special Attack, the Choice Band set is overall inferior to its special counterpart, in no small part due to the recoil of Wild Charge. That said, flexibility is a virtue and one of Eelektross’s key strengths, leaving its opponent open to multiple possibilities until its hand is revealed. This pertains not only to defensive bias (specially vs. physically), but also to what can handle its coverage. Speaking of which, Aqua Tail remains the physical anti-Ground option, less accurate than Giga Drain and with no added effect, but boasting superior coverage overall. (Water is super-effective against Fire and does neutral damage to Bug, Flying, Poison, and Steel; but it resists itself.) The coverage in question is further complemented by Knock Off and U-turn, leaving it walled by only Dragon/Fairy and Dragon/Fighting. As an alternative to the former, Dragon Claw has more consistent power and addresses the issue of Dragon-types not named Mega Altaria. (And what are the odds of Eelektross and Mega Altaria being on opposing teams?)
Problems and Partners
Problems
The absolute best way to deal with Eelektross is via the combination of Mold Breaker and Earthquake. Pinsir, Rampardos, and Throh have access to this combination, although only the former really uses it.
The rest is dependent on specifics. Without Flamethrower, Eelektross has next to nothing for Ferroseed, especially if running physical options liable to incur Iron Barbs damage. Without Giga Drain, breaking Gastrodon will prove difficult between Scald and Recover. Mudsdale also troubles variants lacking Giga Drain and punishes physical attacks like Ferroseed, albeit less directly.
Choice item or not, Lightning Rod and Volt Absorb from the likes of Manectric and Lanturn are sure to make Eelektross think twice before dropping a Thunderbolt or a Wild Charge.
Partners
Wish support is vital, especially in the likely case that Eelektross lacks Rest. That’s what things like Audino are for.
Sticky Web from the likes of Smeargle, Shuckle, and Leavanny is the preferred way to complement offensive sets, making base 86 or slower grounded foes fall behind without a Choice Scarf. (Good thing Eelektross doesn’t have to worry about opposing Sticky Web, thanks to Levitate.)
When Eelektross serves as a slow pivot (e.g. with Assault Vest), one of its main purposes is to let a fellow slow but powerful ally like Lurantis or Camerupt to switch in more easily. (Those two in particular are proficient at handling what gives Eelektross trouble from a defensive standpoint.)
(Low-key, this is basically a Gen VII analysis. Not that I care, considering I haven’t reviewed this thing before.)
You must be logged in to post a comment.