Emolga
Ability: Motor Drive
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- U-turn / Volt Switch
- Wild Charge
Argument 1: But Jumpluff
The first thing that most of you would think of when you see acrobatics is Jumpluff and why you would use an E-rank over an A+ rank. Emolga and Jumpluff have similarities in acrobatics as well as having a decent base speed.
Jumpluff and Emolga comparisons:
Jumpluff is faster, more bulky, and weaker. Emolga has different stab moves, a debatable better typing, and a higher attack.
Jumpluff has chlorophyll to double speed in sun and infiltrator to go through screens and subs. Emolga has static (Highly not recommended) and motor drive.
While Emolga has an electric immunity, the lower base speed will cause you to be slower than these following mons that jumpluff can either speed tie or be faster than (Base speeds only; choice scarf not included): Other Jumpluff, Kadabra, Meowstic, Raichu, Rapidash, Electabuzz, random fast LC thing.
Calcs of Emolga vs Jumpluff:
252 Atk Jumpluff Seed Bomb vs. 252 HP / 252+ Def Solid Rock Carracosta: 138-165 (39.2 - 46.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Emolga Wild Charge vs. 252 HP / 252+ Def Solid Rock Carracosta: 90-108 (25.5 - 30.6%) -- 1.1% chance to 4HKO after Leftovers recovery
But let's be honest, you would volt switch on carracosta. 0- SpA Emolga Volt Switch vs. 252 HP / 4 SpD Solid Rock Carracosta: 114-135 (32.3 - 38.3%) -- 0.9% chance to 3HKO after Leftovers recovery
252 Atk Jumpluff Acrobatics (110 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 134-158 (35.8 - 42.2%) -- 89.6% chance to 3HKO after Leftovers recovery
252 Atk Emolga Acrobatics (110 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 158-188 (42.2 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Jumpluff Acrobatics (110 BP) vs. 0 HP / 4 Def Leafeon: 168-200 (61.9 - 73.8%) -- guaranteed 2HKO
252 Atk Emolga Acrobatics (110 BP) vs. 0 HP / 4 Def Leafeon: 200-236 (73.8 - 87%) -- guaranteed 2HKO
252 Atk Jumpluff Acrobatics (110 BP) vs. 252 HP / 0 Def Lickilicky: 109-130 (25.7 - 30.6%) -- 3.6% chance to 4HKO after Leftovers recovery
252 Atk Emolga Acrobatics (110 BP) vs. 252 HP / 0 Def Lickilicky: 130-154 (30.6 - 36.3%) -- guaranteed 4HKO after Leftovers recovery
252 Atk Jumpluff Acrobatics (110 BP) vs. 252 HP / 240 Def Eviolite Misdreavus: 76-91 (23.4 - 28%) -- 89.5% chance to 4HKO
252 Atk Emolga Acrobatics (110 BP) vs. 252 HP / 240 Def Eviolite Misdreavus: 93-109 (28.7 - 33.6%) -- 0.3% chance to 3HKO
What I would recommend with emolga is to knock off first and then use acrobatics.
252 Atk Emolga Knock Off (97.5 BP) vs. 252 HP / 240 Def Eviolite Misdreavus: 108-128 (33.3 - 39.5%) -- guaranteed 3HKO
252 Atk Emolga Acrobatics (110 BP) vs. 252 HP / 240 Def Misdreavus: 136-162 (41.9 - 50%) -- 0.4% chance to 2HKO
252 Atk Jumpluff Acrobatics (110 BP) vs. 0 HP / 4 Def Mr. Mime: 148-175 (66.9 - 79.1%) -- guaranteed 2HKO
252 Atk Emolga Acrobatics (110 BP) vs. 0 HP / 4 Def Mr. Mime: 177-208 (80 - 94.1%) -- guaranteed 2HKO
252 Atk Jumpluff Acrobatics (110 BP) vs. 248 HP / 0 Def Ninetales: 133-157 (38.1 - 44.9%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Emolga Acrobatics (110 BP) vs. 0 HP / 0 Def Ninetales: 159-187 (55.4 - 65.1%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Jumpluff Acrobatics (110 BP) vs. 248 HP / 252+ Def Pelipper: 76-90 (23.5 - 27.8%) -- possible 5HKO after Leftovers recovery
252 Atk Emolga Acrobatics (110 BP) vs. 248 HP / 252+ Def Pelipper: 91-108 (28.1 - 33.4%) -- 90.1% chance to 4HKO after Leftovers recovery
But let's be honest, you will use either volt switch or wild charge.
0- SpA Emolga Volt Switch vs. 248 HP / 8 SpD Pelipper: 288-340 (89.1 - 105.2%) -- 37.5% chance to OHKO
252 Atk Emolga Wild Charge vs. 248 HP / 252+ Def Pelipper: 300-352 (92.8 - 108.9%) -- 56.3% chance to OHKO
252 Atk Jumpluff Acrobatics (110 BP) vs. 248 HP / 252+ Def Poliwrath: 156-186 (40.7 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Emolga Acrobatics (110 BP) vs. 248 HP / 252+ Def Poliwrath: 186-222 (48.5 - 57.9%) -- 54.3% chance to 2HKO after Leftovers recovery
I'm getting really tired of posting calcs, so only two more. I promise.
252 Atk Jumpluff Acrobatics (110 BP) vs. 252 HP / 4 Def Torterra: 204-240 (51.7 - 60.9%) -- 92.6% chance to 2HKO after Leftovers recovery
252 Atk Emolga Acrobatics (110 BP) vs. 252 HP / 4 Def Torterra: 240-284 (60.9 - 72%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Jumpluff Acrobatics (110 BP) vs. 0 HP / 0 Def Zebstrika: 76-90 (26.1 - 30.9%) -- guaranteed 4HKO
252 Atk Emolga Acrobatics (110 BP) vs. 0 HP / 0 Def Zebstrika: 91-108 (31.2 - 37.1%) -- 78.1% chance to 3HKO
252 Atk Emolga Knock Off (97.5 BP) vs. 0 HP / 0 Def Zebstrika: 107-127 (36.7 - 43.6%) -- guaranteed 3HKO
These calcs are in no way saying that emolga is better than Jumpluff. I'm just trying to show that emolga, in certain situations, can perform better than Jumpluff. I understand that Jumpluff gets access to moves such as sleep powder and swords dance, but these moves can alos hurt you. You can easily miss a sleep powder or use swords dance predicting a switch or for them to not have an effective move to hit you and get punished for it.
I lied, more calcs:
0 Atk Piloswine Ice Shard vs. 0 HP / 4 Def Jumpluff: 232-276 (79.7 - 94.8%) -- guaranteed 2HKO
0 Atk Piloswine Ice Shard vs. 0 HP / 0 Def Emolga: 132-156 (52.5 - 62.1%) -- guaranteed 2HKO
252 SpA Raichu Hidden Power Ice vs. 0 HP / 0 SpD Jumpluff: 216-256 (74.2 - 87.9%) -- guaranteed 2HKO
252 SpA Raichu Hidden Power Ice vs. 0 HP / 4 SpD Emolga: 154-182 (61.3 - 72.5%) -- guaranteed 2HKO
Argument 2: Surprise Factor
When you bring an Emolga into a battle, two things will happen. 1). The opponent will be confused upon the mere sight of it. 2). Once they recover, they think it is some kind of gimmick set like sub, baton pass. Then they get hit by an acrobatics.
Argument 3: Talking about move set
A down side to emolga is that its electric move pool could be better. The physical electric moves you have a choice of are spark, wild charge, and nuzzle (Could consider using nuzzle just for the 100% para. Still in testing.) Spark is a tad too weak and wild charge will hit you with recoil. Now, let's discuss U-Turn vs. Volt Switch. Volt switch should be used for carracosta. If you are jolly nature, you will either lower one of your already poor defenses or lower your special attack. Lowering your special attack makes volt switch less effective, but lowering one of your defenses makes you take more damage, but have a stronger volt switch. U-turn is not stab, but it can be used on ground types or pokemon that have an electric immunity through an ability. In the end, use whatever move you prefer the most. And last but not least, knock off. Yes, this little flying squirrel thing can use the move that defines Gen 6. Knocking off items such as life orb, eviolite, choice items, leftovers, or any other item is a plus in my book and can turn the battle in your favour.
Final Thoughts:
Jumpluff and Emolga are entirely different things that happen to share one move. They may or may not be able to be interchanged, but emolga definitely deserves to be used more than it already is. Hopefully I have shown you guys that emolga is in fact, buried treasure in the PU tier.