End of spotlight, now time to drop a team.
I've topped on early ladder and have reached 1500.
I've topped on early ladder and have reached 1500.
Tapu Koko @ Fairium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
Tapu Koko just destroys anything that's slower than it, bar some TR setters like (all of them, really). Thunderbolt -> Volt Switch allows Koko to keep going even when it doesn't ohko with the minor draw back of having to switch if TBOlt doesn't KO. This is the main attacker of the team, so if it goes down its over. Farium-Z is soley for Volt Absorbers, having a chance to KO Zeraora after Rocks or Rough Skin. Lando-T must be at 70% or lower to scout for bulky, and Z-Dazzling is preferred over HP Ice for Yache Berry - while Garchomp must be at half health w/o Z. Its teammates can easily wear down faster opponents. Magnet can allow a KO on Phys Magnerna but makes you weaker to Zeraora.
Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Def / 8 SpD
Adamant Nature
- Feint
- Bullet Punch
- Defog
- U-turn
Scizor easily complements Koko - its Feint -> Bullet Punch combo KOs Mega Alakazam, Aerodactyl, and Beedrill (and tanks all of them too). Scizor can also handle Grass types Koko isn't keen on, like Tapu Bulu. Defog is ramshackled in order to prevent Sticky Web from running the team over, while U-Turn gives Koko a switch in. I would really like Roost here for stallier games, as Scizor can absorb poison and defog, but it didn't fit.
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Dazzling Gleam
Tapu Koko just destroys anything that's slower than it, bar some TR setters like (all of them, really). Thunderbolt -> Volt Switch allows Koko to keep going even when it doesn't ohko with the minor draw back of having to switch if TBOlt doesn't KO. This is the main attacker of the team, so if it goes down its over. Farium-Z is soley for Volt Absorbers, having a chance to KO Zeraora after Rocks or Rough Skin. Lando-T must be at 70% or lower to scout for bulky, and Z-Dazzling is preferred over HP Ice for Yache Berry - while Garchomp must be at half health w/o Z. Its teammates can easily wear down faster opponents. Magnet can allow a KO on Phys Magnerna but makes you weaker to Zeraora.
Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Def / 8 SpD
Adamant Nature
- Feint
- Bullet Punch
- Defog
- U-turn
Scizor easily complements Koko - its Feint -> Bullet Punch combo KOs Mega Alakazam, Aerodactyl, and Beedrill (and tanks all of them too). Scizor can also handle Grass types Koko isn't keen on, like Tapu Bulu. Defog is ramshackled in order to prevent Sticky Web from running the team over, while U-Turn gives Koko a switch in. I would really like Roost here for stallier games, as Scizor can absorb poison and defog, but it didn't fit.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 12 HP / 248 Def / 248 SpD
Bold Nature
- Soft-Boiled
- Wish
- Seismic Toss
- Thunder Wave
Chansey blankets every special attacker that doesn't set up or use Psyshock. Meanwhile, it provides important Wishes in slower matches and cripples most switchins with Thunder Wave (giving Koko the ability to revenge). Seismic Toss chips foes if taunted or after TWaving.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Hidden Power: Ice
Impish Nature
IVs: 0 Atk
- Transform
In order for Volcarona to break Chansey, it must boost. Then, Ditto just smashes the opponent team. While DItto can't use Links, it can check any DD/QD user (unless its sub DD, where Chansey has to be sacked). It is also the team's best switch to Lando-T, forcing both members to switch out.
Ability: Natural Cure
EVs: 12 HP / 248 Def / 248 SpD
Bold Nature
- Soft-Boiled
- Wish
- Seismic Toss
- Thunder Wave
Chansey blankets every special attacker that doesn't set up or use Psyshock. Meanwhile, it provides important Wishes in slower matches and cripples most switchins with Thunder Wave (giving Koko the ability to revenge). Seismic Toss chips foes if taunted or after TWaving.
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Hidden Power: Ice
Impish Nature
IVs: 0 Atk
- Transform
In order for Volcarona to break Chansey, it must boost. Then, Ditto just smashes the opponent team. While DItto can't use Links, it can check any DD/QD user (unless its sub DD, where Chansey has to be sacked). It is also the team's best switch to Lando-T, forcing both members to switch out.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Endure
- Fire Blast
Garchomp is great in taking contact moves from the likes of Mega Lopunny and Zeraora, which Koko can't handle. Unlike Ferrothorn, it isn't weak to Fighting for a more consistent check. It also isn't weak to Fire, meaning it can check Victini and Marowak-A too. Endure seems like a gimmik move, but lets Garchomp get 1 more set of contact damage before being KO'd. Garchomp is oddly the team's main method of dealing with opposing Chomp and Ferrothorn, wearing the former down and using Fire Blast for the last one.
Stakataka @ Iron Ball
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Gyro Ball
- Earthquake
- Stone Edge
- Trick Room
Stakataka was placed in solely to counter TR - it was formerly a Mimikyu. Iron Ball Gyro Ball + EQ takes out everything bar Celesteelia, and can even be a sole TR sweeper if needed. Stakataka can switch in on TR setters and beat everyone bar Stakataka mirrors and priority users. Garchomp is sacrificed if those are used.
Ability: Rough Skin
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Endure
- Fire Blast
Garchomp is great in taking contact moves from the likes of Mega Lopunny and Zeraora, which Koko can't handle. Unlike Ferrothorn, it isn't weak to Fighting for a more consistent check. It also isn't weak to Fire, meaning it can check Victini and Marowak-A too. Endure seems like a gimmik move, but lets Garchomp get 1 more set of contact damage before being KO'd. Garchomp is oddly the team's main method of dealing with opposing Chomp and Ferrothorn, wearing the former down and using Fire Blast for the last one.
Stakataka @ Iron Ball
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 15 Def / 0 Spe
- Gyro Ball
- Earthquake
- Stone Edge
- Trick Room
Stakataka was placed in solely to counter TR - it was formerly a Mimikyu. Iron Ball Gyro Ball + EQ takes out everything bar Celesteelia, and can even be a sole TR sweeper if needed. Stakataka can switch in on TR setters and beat everyone bar Stakataka mirrors and priority users. Garchomp is sacrificed if those are used.