Electivire's best traits are shown in this set—namely, a significant amount of coverage. As one of the few physically offensive Electric-types, it plays differently from other Electric-types in the tier. With that in mind, it's important to know that even though the listed moves can 2HKO most of the metagame, Electivire cannot OHKO very many Pokemon, and the opponent can predict around it while it wears itself out with recoil damage. As a result, it works best as a late-game attacker, letting its teammates weaken the opponent and lay entry hazards until it goes in for the KO.
In DPP, Electivire lacked a strong STAB option, but BW gifted it with Wild Charge, somewhat fulfilling that wish. As a result, it's Electivire's preferred STAB move, as it comes off of Electivire's higher Attack stat and covers dangerous threats such as Slowking, Qwilfish, Moltres, and Kabutops. Flamethrower complements Wild Charge well, hitting common physical walls such as Steelix and Tangrowth hard, as both are immune to or resist Electric-type moves. Earthquake is mainly for opposing Electric-types, which it can typically get a free switch into thanks to Motor Drive, Fire-type Pokemon such as Typhlosion and Entei, and Aggron. Finally, Ice Punch is useful to get a strong hit on Druddigon and Ground-type Pokemon.
The given EVs allow Electivire to OHKO Tangrowth with Flamethrower after Stealth Rock and one layer of Spikes, outspeed Rotom and everything slower, and provide extra power for its physical attacks. However, if eliminating Tangrowth from the match is extremely important, 188 Special Attack EVs can be used to land an OHKO on it after Stealth Rock damage, but this weakens Electivire's physical moves by quite a bit. Motor Drive is the best ability for Electivire, as it grants it a free switch into Electric-type moves, particularly the common Thunder Wave and Volt Switch. The Speed boost can also be helpful for cleaning up teams, but this will only come into play if the opponent is significantly weakened. While it might seem weird to suggest Life Orb over Expert Belt when Electivire's main draw is its coverage, Life Orb gives Wild Charge a notable boost against neutral targets. However, an Expert Belt gives Electivire more survivability and Electivire often hits most of its targets for super effective damage. Electivire has two other usable STAB moves in Thunderbolt and Thunder Punch, but they both are much weaker than Wild Charge. Regardless, Thunderbolt still has a high Base Power and can hit Alomomola and Qwilfish harder, although hitting Slowking's lower Defense tends to be more important, while Thunder Punch's lack of recoil means Electivire won't get worn down as quickly.
As mentioned before, without entry hazard support, Electivire struggles to OHKO anything aside from non-defensive Pokemon that are weak to Wild Charge or opponents that are frail. In addition, Electivire forces a lot of switches with its coverage, so entry hazards can wear down the opponent's team as they try to predict around Electivire. As a result, Omastar and Qwilfish make good partners, as both of them can place Spikes (the former also gets Stealth Rock) on the field and attract Electric-type moves to activate Electivire's Motor Drive. Ferroseed also makes a good partner, as it also gets both forms of entry hazards while taking little damage from priority moves and Earthquake, which are often targeted at Electivire. Finally, because Electivire can wear down and possibly KO Pokemon such as Slowking, Rotom, Tangrowth, and Steelix, it can open up the way for a teammate to attack without getting easily walled. Because of this, Kabutops, Druddigon, and Aggron—which all struggle with one or more of the aforementioned Pokemon—make good teammates, as their STAB moves are far more threatening when the opponent lacks a bulky Pokemon that can resist it.