Super Pokémon Team Builder

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Level 30To Electabuzz

Trade holding ElectirizerTo Electivire

ElectivireLast stage shown

#0466 · GENERATION 4

Electivire Build Guide

Electric

Physical attacker with Electric immunity

Build a Electivire team ↓

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Custom Pokédex collection.

Starter moveset

Generation 9 · casual singles · base form

ITEMLife Orb
ABILITYMotor Drive
NATUREJolly
1
Thunder Punch
2
Ice Punch
3
Earthquake
4
Knock Off

How to play

A predicted Electric attack can activate Motor Drive, granting immunity to that attack and raising Speed. Attack with Thunder Punch or use coverage against a suitable target.

Watch out for

Key risk. Motor Drive is not an unconditional Speed boost and can be bypassed by some ability-ignoring effects. Life Orb costs HP. Ground attacks are super effective; Flying types avoid Earthquake.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

A predicted Electric attack can activate Motor Drive, granting immunity to that attack and raising Speed. Attack with Thunder Punch or use coverage against a suitable target.

An Electric move is coming your way

That is the free turn Motor Drive exists for. Abilities that ignore other abilities remove both the immunity and the raise, so the prediction is only safe against a normal attacker.

You are planning a switch-in

Ground is the only type that deals 2× to Electivire, and it resists seventeen others — which makes a Ground teammate the whole defensive answer rather than one option among many.

A Grass or Ground type resists your Electric move

Electric is half-damaged by Grass and useless against Ground, so Ice Punch is the coverage that breaks both — Ice hits Grass and Ground for 2×. Earthquake cannot help here, because a Ground attacker is immune to it.

What does a safe pivot mean?

A teammate uses a switching move to bring Electivire in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Motor Drive converts an Electric attack into a Speed raise instead of damage, and that is the ability doing the work, not the typing — Electivire’s Electric typing alone only halves that hit. Life Orb then takes HP on every attack that connects.

Watch the tradeoff. Motor Drive is not an unconditional Speed boost and can be bypassed by some ability-ignoring effects. Life Orb costs HP. Ground attacks are super effective; Flying types avoid Earthquake.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Electivire or Jolteon?

Jolteon offers greater natural Speed and special attacks with Volt Absorb instead of Motor Drive.

Base stats · standard forms in the local Generation 9 dataset
StatElectivireJolteon
HP7565
Attack12365
Defense6760
Sp. Attack95110
Sp. Defense8595
Speed95130

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Flying teammate covers Ground attacks. A special attacker helps avoid relying entirely on physical damage.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Jolteon

Jolteon offers greater natural Speed and special attacks with Volt Absorb instead of Motor Drive.

Read Jolteon guide →

Try Jolteon →

Type matchups

Weak to

Ground2×
Resistances and immunities
Electric0.5×Flying0.5×Steel0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP75
Attack123
Defense67
Sp. Attack95
Sp. Defense85
Speed95

Evolution chain

  1. Elekid#239
  2. Level 30

    Electabuzz#125
  3. Trade holding Electirizer

    Electivire#466

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Electivire team

Start with Electivire. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 44 of 100/ 100Poor
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#466

Electivire

Electric
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense80
Defense64
Coverage11
Synergy8

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +27 pts

    Celesteela

    SteelFlying

    Team score 44 → 71

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Fighting and more
    • Defense 64 → 83
    +26 pts

    Keldeo

    WaterFighting

    Team score 44 → 70

    Why this Pokémon?
    • Adds super-effective coverage against Normal, Fire, Ice and more
    • Defense 64 → 75
    • Synergy 8 → 57
    +25 pts

    Gyarados

    WaterFlying

    Team score 44 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Fire, Grass, Fighting and more
    • Defense 64 → 76
    +25 pts

    Mantine

    WaterFlying

    Team score 44 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Fire, Grass, Fighting and more
    • Defense 64 → 76
    +25 pts

    Golisopod

    BugWater

    Team score 44 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Fire, Grass, Ground and more
    • Defense 64 → 74
    +25 pts

    Pheromosa

    BugFighting

    Team score 44 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Normal, Grass, Ice and more
    • Defense 64 → 74

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Ground attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 2 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackElectivireWeakResist
    Normal1×00
    Fire1×00
    Water1×00
    Electric½×01
    Grass1×00
    Ice1×00
    Fighting1×00
    Poison1×00
    Ground2×10
    Flying½×01
    Psychic1×00
    Bug1×00
    Rock1×00
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    Water✓ Super effective
    ElectricResisted
    GrassResisted
    IceNeutral
    FightingNeutral
    PoisonNeutral
    GroundImmune target
    Flying✓ Super effective
    PsychicNeutral
    BugNeutral
    RockNeutral
    GhostNeutral
    DragonResisted
    DarkNeutral
    SteelNeutral
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.