Lanturn, Zapdos, Rotom, Magnezone. What do they all have in common? They're the only final Electric evolutions that have a second type. What significance does that have to this post? Well, that means you don't have to worry too much about other types filtering out the type's relatively decent defensive typing (only weak to Ground, strong against Flying and other Electric types... closest a typing you get to normal as it is), but you're going to get swept by a team of any physical sweeper that knows Earthquake unless you're smart. Electrics are built to be special sweepers, and they can be pretty fragile critters, even with only one super effective attack against it.
And now, the team:
Jolteon @ Wise Glasses
Modest Nature, 252 EVs in SpAtk and Spd
- Thunderbolt
- Shadow Ball
- Charm/Hidden Power Water
- Roar
Honestly, I don't like putting forth a set that has Hidden Power in it because I don't use it and wouldn't use it unless I ended up getting AR to hack IVs. I'm far too lazy, but I know folks out there who read these teams aren't as lazy as I am. I'd sub Charm as a way of boosting survivability a little bit on potential problems. Even without HP on there, The BoltBall combo hits everyone for at least 1x damage except Steelix, Magnezone, Dialga, Cacturne and Shiftry. Not as extensive a list as BoltBeam, but it works in a pinch. Roar for phazing and for shooing Ground types before having to use HP or Charm as a last resort. Really, if Jolteon's Thunderbolt wasn't so God-damned quick and deadly, I'd scrap it altogether... I hate Eeveelutions sometimes.
Magnezone @ Quick Claw
Bold Nature, 252 EVs in SpAtk, 252 in Def
- Thunderbolt
- Magnet Rise
- Thunder Wave
- Flash Cannon
This is a hax0r set, because it relies on luck getting your Magnet Rise set up, either via Quick Claw or setting up on an obvious non-Ground attack user. But if you can get everything set up the way you want, this critter could kick ass for you, and hell, it might even become a two-turn sweeper in the right situation if you can get your T-Wave mojo working.
Electivire @ Muscle Band
Jolly Nature, 252 EVs in Atk and Spd
- Thunderpunch
- Brick Break
- Earthquake
- Screech
Yeah, a definite improvement over Electabuzz from previous Generations. You can trade out natures and go with Adamant if you're good at prediction and switch Electivire in on an obvious Electric attack, but I'd like to have that insurance there. Nothing that's SE against Grounds here, but this is the best you can get, and it's at least okay. 'Vire would make for a decent SubPuncher too, if you'd like.
Ampharos @ Choice Specs
Bold Nature, 240 EVs in Def, 168 in HP, 100 in SpDef
- Thunderbolt
- Signal Beam
- Power Gem
- Focus Blast
It absolutely sucks that Ampharos doesn't get Grass Knot, and sucks even more that you have to import an Ice Punching 'Pharos from Emerald to get one in D/P. Ah well, it's better off a special attacker anyway (which once again makes it suckage that it doesn't get GK). An odd set, but one that could work.
Rotom @ Brightpowder
Timid Nature, 252 EVs in SpAtk and Spd
- Confuse Ray
- Will-o-Wisp
- Discharge
- Shadow Ball
This critter can make your opponent curse if you switch him in on an EQ. It's still a bit fragile, but WoW improves survivability a bit, plus it can help the survivability of the team in general if your opponent hasn't raised a good cleric.
Raichu @ Expert Belt
Modest Nature, 252 EVs in SpAtk and Spd
- Thunderbolt
- Grass Knot
- Nasty Plot
- Charm
My Raichu. Fairly straightforward set here.
Once again, all questions, comments, critiques and such are not only welcomed but encouraged.