C Electric · Raichu & Electrode
Comp · Ranked, rules v36, 2026-10-18 to 2026-10-24Final teamlevel 8 board · share of games with that unit · carry first
Raichu · carry
Scope Lens31 %
Choice Scarf21 %
Choice Band18 %
Electrode
Leftovers14 %
Rocky Helmet11 %
Electabuzz
Leftovers11 %
Jolteon
Quick Claw14 %
Choice Specs13 %
Magneton
Choice Specs12 %
Game planreal games · 141 boards at stage 3
Reroll compPlayers sit at level 6 through stage 3 and roll for Raichu, Electrode, Jolteon.
Pick up these 1 and 2 costs in stages 1–2: they are the ones this comp's players still had at the end of stage 3.
The board at the end of stage 3, with the level players had reached. Not on the Final board any more: Magnemite, Haunter.
The board the comp ends on; carry and items above.
What players who finished on this comp had on their board at the end of each stage (units in 30 %+ of their games). The API starts at the end of stage 3, when most players are already level 7 or 8, so the opener is the 1 and 2 costs they were still holding then: the units to pick up in stages 1 and 2. Green ring = new at that step, faded = not on the next step's board. Lv = the most common player level at that point. Items are the ones the unit ends the game with (the API gives none per stage).
Best setupfrom 664 real boards
Every unit of the final board once, on the hex it most often stands on in this comp's real boards (the % is how often). Gold hex = the carry. Dashed hexes marked ~ have no data for this comp (3): they take the unit's usual hex across every other comp, or a free hex in the rows its range calls for.




