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[Analysis] A PvP Analysis on the November Community Days
So as has become standard practice, today I going to look at the upcoming Community Days--as we have TWO this month!--and examine the Pokémon and their new exclusive moves from a PvP perspective. I actually started doing this back before Aeroblast's stats were released, and then that took precedence, and then the Little and Kanto Cups were announced and THOSE took precedence, and then the GBL Season 5 move shakeup was announced and THAT took... well, you get what I'm saying. 🙃 I still have Kanto Cup to examine, but the first Community Day is now upon us, so I feel obligated to finish this off before I get more fully into that.
For those reasons--plus the fact that these Pokémon are not drastically better with their new moves, as you'll soon see--I'm going to keep this rather brief and to the point. I may spend more time breaking down the 'mons themselves than I do covering the actual exclusive moves! 😂 Let's get to it....
Attack: 144 (142 High Stat Product)
Defense: 98 (101 High Stat Product)
HP: 109 (111 High Stat Product)
(Highest Stat Product IVs: 1-15-15, 1499 CP, Level 18)
Attack: 186 (183 High Stat Product)
Defense: 128 (130 High Stat Product)
HP: 139 (143 High Stat Product)
(Highest Stat Product IVs: 1-15-15, 2500 CP, Level 30)
(Assuming 15-15-15 IVs)
Electivire will be the first to arrive, with Electabuzz Community Day this coming Sunday, November 15th, from 11am to 5pm local time.
So, let's briefly review the actual Pokémon, establish the baseline before we see what's changing. Electivire is sort of a known commodity in PvP already, having carved out a small following in Master League and occasionally in Ultra League as a hard-hitting, high-pressure Electric with a potent non-Electric weapon in its back pocket. (More on that in a minute.)
As a pure Electric type (don't see a ton of those in PvP play), Electivire has just one weakness, to Ground types. It resists Flying, Steel, and opposing Electric damage. And as with many Electric types, 'Vire doesn't have much junk in the trunk, with below average Defense and HP, with its overall stat product driven heavily by its high Attack. That Attack is higher than Ho-Oh, higher than Rhyperior, higher than Machamp and Conkeldurr, higher than Mamoswine, higher than fellow Electrics Raikou and Magnezone, higher than even Gyarados. It is very much a "glass cannon" type. Thankfully, it has moves that match up very nicely with that role....
Thunder Shock (Electric, 1.5 DPT, 4.5 EPT, 1.0 CD)
Low Kick (Fighting, 2.0 DPT, 2.5 EPT, 1.0 CD)
In the interest of time, let's make this easy: it is Thunder Shock you want. Not only is Low Kick of a typing counterproductive to what you want Vire to do, but it's a terrible, terrible move. Thunder Shock or bust.
ᴱ - Exclusive (Community Day) Move
Thunder Punch (Electric, 55 damage, 40 energy)
Ice Punch (Ice, 55 damage, 40 energy)
Wild Charge (Electric, 100 damage, 45 energy, Decrease Self Defense -2 Stages)
Flamethrowerᴱ (Fire, 90 damage, 55 energy)
Thunder (Electric, 100 damage, 60 energy)
So again, let's try to keep this simple. Ice Punch is really what has put Electivire on the PvP map. That may seem odd, since Electivire's Electric moves have the same coverage against Flyers, but Ice Punch gives Vire additional options against things that take neutral or resisted damage from Electric but not from Ice, including (but certainly not limited to) Flyers like Dragonite and Gliscor that are double weak to Ice and the many Grounds, Grasses, and others that neutralize Electrics in general. Ice Punch can turn the tables in those otherwise unfavorable matchups while still taking on the role that Thunder Punch used to carry: baiting shields to set up a closing Wild Charge.
In Ultra League, that translates to a solid performance that holds up pretty well even with shields down. Basically everything Flying and/or Water (that isn't a Mud Boy) goes down, as well as some surprising results such as the Charmers, Obstagoon and Shadow Machamp, Gengar, and Alolan Muk. And while I generally don't show off sims where you have a shield advantage, as those are hard to reliably engineer, the 1v0 shield scenarios show the crazy things that Ice Punch can beat if it is NOT shielded, including both Giratinas, Ferrothorn, and Venusaur.
Up in Master League, Electivire is passable in open, but where it really has a chance to shine is in ML Premier Cup, with juicier targets to pick on. And the results are similar to Ultra League overall: Waters and Flyers, with a sprinkling of the top Fighters and Gengar and then stuff like Magnezone, Scizor, Snorlax, and even Metagross (where that Electric resistance to Steel saves the day). And as you can see here, choosing NOT to shield spells disaster for even things like Dragonite and Garchomp and even Smack Down Rhyperior, none of which a pure Electric type has any business winning. But Electivire can, and that is the sometimes-hidden strength of Ice Punch: even things that laugh at other Electrics HAVE to respect it with shields.
All that to set up the bad news: new Community Day move Flamethrower just doesn't seem to have enough going for it to find a place on competitive Electivire. It's much slower than Ice/Thunder Punch--even slower than Wild Charge!--so you're not going to be able to use it for baiting. And while it theoretically provides coverage against Grasses (and Steels and some other things), it gives up any pressure Vire can bring to bear against Dragons and Grounds and such, and is a worse overall coverage move even against the Grasses because of how much slower it is than Ice Punch.
But let's look at the actual numbers. Flamethrower combined with Wild Charge gets wins over Escavalier and Registeel, but Wild Charge alone can get all those others by itself. Compare that with Ice Punch/Wild Charge, which misses out on Escavalier but can still beat Registeel--as well as Articuno, Lapras, and Armored Mewtwo--thanks at least in part to the baiting potential. Now while Flamethrower is a bit superior to Ice Punch with shields down, again, that can be hard to engineer properly, and the wins that Flamethrower picks up (Ferrothorn, Abomasnow, Escavalier, and Registeel) have to be measured against what it CAN'T do that Ice Punch can (Dragonite and Alolan Muk, and any real threat against Dragons and/or Grounds). Flamethrower has a place, I suppose, but it makes Vire into a different sort of theat, and certainly not as much of a threat to shields. Of course that immediately begs the question "why not both?", to which I provide this as an answer. Not too surprising, but yes... you really don't want to give up Wild Charge either.
And so back to Master League, where even in its ideal spot in Premier Cup, the troubles are immediately obvious. No more wins over Conkeldurr or Snorlax or even the things you would think Flamethrower would help with most: Metagross and Magnezone. In each of those matchups, while Flamethrower still lands and does BIG damage, that is STILL not enough to get the win. Ice Punch can get there by baiting away a shield and then setting up a killer double Wild Charge.
Now I don't want to completely belittle this move. Flamethrower IS a fine move, and Fire does do some good things for coverage. Look at Zebstrika with Flame Charge, for instance. If Electivire was still stuck with all Electric moves (Thunder Punch and Wild Charge, for example), Flamethrower would probably have an easier time finding a place. But the simple fact of the matter is that Electivire already HAS the coverage move it wants with Ice Punch, and it needs that and Wild Charge more than it needs Flamethrower.
I would still hunt down one or two good ones, because with all the move shakeups we get in this game, you never do know. But based on what we have right now, I don't see it doing enough to earn a spot. And yes, that includes Great League too, where not even Ice Punch can overcome Vire's extreme frailty down at that level.
Maybe there's more promise in basically doing this in reverse? Because that's what we have with the next Pokémon....
Attack: 141 (140 High Stat Product)
Defense: 103 (103 High Stat Product)
HP: 108 (111 High Stat Product)
(Highest Stat Product IVs: 0-10-15, 1498 CP, Level 18)
Attack: 183 (180 High Stat Product)
Defense: 135 (136 High Stat Product)
HP: 137 (142 High Stat Product)
(Highest Stat Product IVs: 1-15-15, 2499 CP, Level 29.5)
(Assuming 15-15-15 IVs)
Unlike Electivire, Magmortar has not been able to establish itself in PvP. While it does have (slightly) better bulk than Vire, being a pure Fire type means you're weak to common Water, Ground, and Rock moves with no moves that can really answer back (as we'll see). While pure Fires like Mortar DO resist quite a bit--Grass, Bug, Fairy, Fire, Ice, and Steel--it's hard to overcome its fatal flaws, as Waters and Grounds especially are well entrenched across all three PvP leagues.
As I already hinted, current moves are not a big help....
Fire Spin (Fire, 3.0 DPT, 3.33 EPT, 1.5 CD)
Karate Chop (Fighting, 2.5 DPT, 3.5 EPT, 1.5 CD)
Now once again, the fast move of choice is rather obvious--it's Fire Spin--BUT the alternative is actually an okay move too. Karate Chop gets a bad rap in PvP because, well, it's not the overpowered Counter, which generates energy at the same rate but deals 4.0 DPT compared to Chop's mere 2.5. But that aside, Chop is a clone of moves Wing Attack, Quick Attack, and Sucker Punch, all of which are more than serviceable in PvP. Karate Chop is NOT a bad move, it's just stuck under the looooooong shadow cast by Counter. You do want Fire Spin, but I will at least mention Chop again.
ᴱ - Exclusive (Community Day) Move
Brick Break (Fighting, 40 damage, 35 energy)
Fire Punch (Fire, 55 damage, 40 energy)
Psychic (Psychic, 90 damage, 55 energy, 10% Chance to Decrease Opponent Defense -1 Stage)
Thunderboltᴱ (Electric, 90 damage, 55 energy)
Fire Blast (Fire, 140 damage, 80 energy)
So just as Electivire gets Thunder Punch, Magmortar gets its own Fire Punch, but it also has an even faster move with Brick Break, which doubles as something that can provide at least a little coverage against Rocks... maybe? These two moves are what it wants in Great League, but are not enough to make it a real option, so again we're going to focus on the higher leagues.
In Ultra, where a higher CP masks Mortar's low bulk a bit better, it now wants one of its bigger moves, probably Psychic, which looks like this. Still not great, but not terrible... it at least beats the Grasses, Steels, Ices, and Fairies you would expect, and Psychic leads to a couple unexpected wins. And up in Master League, as with Vire, it is really only in Premier Cup that Mortar finds any footing, and it's still a niche type role as something that can again terrorize Steels, Fairies, and Ices, while Psychic actually allows it to beat most of its fellow Fire types, including Charizard and Typhlosion. So not a terrible niche, really.
Now its new Community Day coverage move is the inverse of Electivire, as it gets Thunderbolt. Unlike Vire, Bolt is NOT a downgrade, at least stats wise, as it's still much better than Fire Blast on paper, and has the exact same stats as current "coverage move" Psychic. So you're not losing out on speed, just changing up the typing of Mortar's coverage. Does it help?
Mmmmm, yes and no. Flamethrower on Electivire has some decent edge cases, but seemed like an overall downgrade. Here, I think it's fair to say that Thunderbolt is really more of a sidegrade for Magmortar. Back to Ultra League, where Bolt picks up a nice win over Charizard, where Psychic instead beats Toxicroak due to the (double) super effective damage of that type of move. Thunderbolt also not surprisingly makes a win over Articuno easier, but Mortar can win that a little slower with Fire Punch overall anyway.
And since I said I'd mention it again, while I don't necessarily recommend Karate Chop, it is worth pointing out that combined with Fire Punch and Thunderbolt, the combination somehow manages to beat Lapras. Not one you may ever see, but if that happened, it would be incredibly satisfying for the Magmortar player, no?
Anyway, back to Fire Spin and to Master League, Thunderbolt actually looks like it may BE a slight downgrade as compared to Psychic (the move), with the latter uniquely beating Conkeldurr (though Bolt DOES make a win over Togekiss much, much more comfortable).
But end of the day... no, Thunderbolt does not solve Magmortar's Water problem (some can shrug it off still without needing to even shield!), and leaves Magmortar in an awkward place. Thunderbolt is fine, but it's really no better than what it already has. This isn't going to bring it up to sudden prominence at any CP level.
So there you go. Basically a really long way of saying: these are two Community Days where you can mostly not worry about the PvP implications and just enjoy grinding for good Electabuzzes and Magmars and enjoy the benefits that come with the hunt. Get some good shinies, evolve one or two of each for potential FlamethroweThunderbolt buffs in the future, and don't worry about F.O.M.O. for once.
And so... that's it! I hope this analysis was still helpful to you. They aren't ALL winners all the time, but at least now you hopefully understand the WHY with these two.
Until next time (Kanto Cup article in progress!), you can always find me on Twitter with near-daily PvP analysis nuggets or Patreon and its tie-in Discord server you can access to get straight through to me for personalized answers to your questions.
Continued thanks to my PvP friends, local and around the world, who have lent their own ideas and suggestions over the last nearly two years of PvP play, and helped teach me to be a better player and student of the game. And of course to PvPoke as always for being THE content creator the rest of us just orbit.
And thank you for reading... I appreciate your attention and encouragement. Catch you next time, and stay safe out there, Pokéfriends.
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