Project USM OU Teambuilding Competition - Tapu Koko

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i vote for team a

congratulations to talah for winning with his team!
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b: •••••
c: •
d:
e: ••
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:Round 50:
Tapu Koko



Tapu Koko's Choice Specs set is a force to be reckoned with, capable of plowing several Pokémon that would call themselves Electric resists. Other sets like Dual Screens and Z-Wild Charge can also provide plenty of support for teammates, whereas choices like Shuca Berry and Calm Mind are also on the table, albeit not picked as often. But how can you build around this electrifying Pokémon to make up for its flaws?​
 

Ruft

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OU Leader


I went for Hyper Offense with Dual Screens Koko as I've always been a big fan of HO.

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Tomb

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Light Screen
- U-turn

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Swords Dance
- High Jump Kick
- Acrobatics
- Roost

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Substitute / Waterfall

Magearna @ Steelium-Z
Ability: Soul-Heart
EVs: 248 HP / 84 SpA / 28 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Shift Gear
- Thunderbolt
- Flash Cannon

Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Rock Slide
- U-turn
- Ice Beam
- Spikes


Excadrill is a stellar lead on HO. It's an effective rocker with Mold Breaker and also a great spinner as it threatens every Ghost-type in OU, providing useful role compression which is needed on a fast playstyle like HO. Earthquake is strong STAB and Rock Tomb allows it to keep up rocks against Tornadus-T.


Dual screens Tapu Koko is an amazing support mon on HO. Taunt prevents the opponent from defogging Drill's rocks and also prevents Koko from being setup fodder. Screens allow its teammates to come in and setup much more safely. U-turn is there to pivot into those teammates obviously.


Hawlucha is an obvious partner to Koko as it benefits greatly from its Electric Terrain, considering it activates its Electric Seed which in turn activates Unburden and in addition increases its defense to even higher levels. Swords Dance boosts its mediocre attack to more respectable levels, while Roost aids this setup process by providing longevity. Dual STAB in HJK and Acrobatics are Hawlucha's strongest attacking options.


Mega Gyarados is a common Dragon Dance sweeper on HO. Intimidate is amazing as it weakens opposing mons allowing for easier setup. Mold Breaker is incredibly useful as it allows the team to beat Unaware users and hit Rotom-Wash with Earthquake. Crunch provides amazing neutral coverage and hits Psychic-types that Hawlucha might have trouble with super-effectively, while Earthquake provides good coverage and hits common Pokémon like Magearna and Toxapex hard. Substitute is chosen because Gyarados hates being inflicted by burn, paralysis or toxic, easing its matchup against stall. Waterfall can also be chosen over Substitute as the team is lacking Water-type attacks.


Magearna is a great sweeper with formidable snowball potential thanks to Soul-Heart. It is also a good partner to Koko as the terrain boosts its Thunderbolt. Shift Gear allows it to outspeed most of the metagame and Calm Mind allows it to setup to break past would-be checks. Its final and Z-move is Flash Cannon which allows it to break past things that Thunderbolt can't, mainly bulky Grass-types and AV Magearna.


Finally we have Greninja as our scarfer and cleaner, as well as a secondary hazard setter. Rock Slide allows it to revenge kill offensive mons like Volcarona and Gyarados which could otherwise form a great threat to this team. U-turn is for momentum, pivoting into teammates like Koko on passive mons allowing it to renew terrain and/or screens. Ice beam OHKOs Lando which is otherwise dangerous to the team and also takes care of Zapdos which would otherwise check Hawlucha and Gyarados. Spikes wears down opponents allowing its teammates to sweep more easily.
 


Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
Timid Nature
- Thunderbolt
- Defog
- Roost
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Roost
- Hidden Power Fire

Camerupt-Mega @ Cameruptite
Ability: Magma Armor
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Nature Power
- Stealth Rock

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off
Starting off with a classic core of Tapu Koko+Kyurem Black, I opted for my favorite Koko set, being defog w/ roost, and paired it with standard LO Kyurem-Black. Next, a little unorthodox pick in Mega Camerupt to get rocks up, as well as check electrics, and to break down CelePex even further. Camerupt also abuses Koko's terrain to fire off a Nature Power turned Thunderbolt into any water type wanting to get a freebie into Camerupt. Toxapex+Celesteela checks a plethora of threats by themselves, and Camerupt helps by checking these problematic electrics, like previously mentioned. Kartana rounds off the team as the team's wincon, and appreciates Kyurem-Black and Camerupt breaking down the majority of Kartana's answers. Celesteela is more physically defensive to handle threats like Medicham and Lopunny. Overall, the team is quite fun, and puts Koko in the spotlight, as it show's not only Koko's great offensive prowess, being able to pressure things with Electrium in terrain, to providing crucial support to the team with Electric Terrain, Defog, and a Flying check.
 
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Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Light Screen
- Reflect
- Taunt

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 52 HP / 204 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Thunder Punch
- Drain Punch

Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Sucker Punch
- Thunder Punch

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Substitute
- Fusion Bolt
- Ice Beam

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Explosion

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- High Jump Kick
- Roost

Fun little HO squad I cooked up a little while ago. Basically Koko mixed with several electric terrain abusers depending on the which sweeper manages to get in and set up. Koko sets screens and Taunts to prevent rocks and suicide lead Lando almost always ensures rocks going up on your opponents side.

Sub+Belly Drum+Salac Kommo-O is nigh unstoppable if it gets the chance to set up. Really fun mon to pair with Koko as terrain boosted Thunder Punches are a force to be reckoned with. Kyurem-B is there to blast stuff like Mega Venusaur, opposing Lando-T, Zapdos, etc and pairs up well with Kommo-O offensively. You could swap Sub for HP Fire here if you're really worried about stuff like Scizor but because this thing forces out so many threats Sub lets it almost always land a huge hit and use the Z move effectively. Koko+Lucha is a well known combo, and here it is no exception. And finally there's Mega Mawile, which provides some priority to the team and a hell of a stallbreaker (and also makes use of terrain boosted Thunderpunches to bop typical checks/counters like Toxapex, Celesteela, Zard Y and Skarmory on the switch).
 
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Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Roost

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Fusion Bolt
- Ice Beam
- Earth Power

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- Knock Off

Heatran @ Leftovers
Ability: Flash Fire
EVs: 224 HP / 208 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Scald
- Recover
- Toxic
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

Started building this team with the Tapu Koko + Kyurem-Black core. The sets I opted for were Choice Specs Tapu Koko and Icium Z Kyurem-Black. Mega-Scizor was added to provide the team with a bulky steel-type capable of directly taking on psychic- and grass-types such as Mega-Alakazam, Tapu Lele, Kartana and Tapu Bulu. Next, I chose specially defensive Heatran as it provided me with a stealth rocker and a switch-in for opposing steel-types like Celesteela, Ferrothorn and Mega-Scizor. I needed something to switch in against Ash-Greninja, opposing Tapu Koko and Heatran so I picked Gastrodon as it’s capable of switching in against all three. Lastly, Choice Scarf Landorus-Therian was chosen as it provided me with a form of speed control and a defogger.
 
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Katy

Banned deucer.
Triple Momentum Offense

Tapu_Kokoz_grande.png 4062-Landorus-Therian.png 8308-Mega-Medicham.png 186px-Sugimori_801.png 658_Greninja (Ash-Greninja).png 250px-445Garchomp.png

Explanation:
This team is built around Shuca Berry Tapu Koko, which is able to sponge off at least 1 Ground Type Attack hit, its Set is Volt Switch for Momentum, its strong STAB Thunderbolt in its Electric-Terrain
and Hidden Power Ice, which hits Ground types very hard. The last slot is reserved for Defog as Hazards can be an Annoyance to Mega Medicham and Ash Greninja also forcing out common defoggers like Torn-Therian.
Landorus-Therian is the Ground Immunity on this team and it serves as a speed control for this team alongside the usefulness in U-Turn for Momentum it also profits from a strong Earthquake to
revenge kill non ground immune pokéon, which are weakened a bit, that can be achieved by the two options in Stealth Rocks and Spikes on this team. Stone Edge is to threaten Tornadus-Therian
and Knock Off is to get rid of annoying Items like Leftovers, Eviolites and Assault Vests.
Mega Medicham is a strong physical breaker with having a rather good speedtier at 100, since not many pokémon can check Mega Medicham reliably I've decided to go with it and its strong STAB
combination with high base power High Jump Kick and Zen-Headbutt is just nasty overall and having Ice Punch to kill mons like Landorus-Therian, which try to lower its Attack is helpful too, as Ice Punch
is still a OHKO due to the amazing ability Mega Medicham has, which power up all moves it goes for.
Magearna is there for sponging off most special hits and it can check Tapu lele and Mega Alakazam reliable with also gaining a slow Momentum in Volt Switch.
Focus Blast is to kinda lure in Heatrans, why try to check it so it always gets a decent amount of damage to it meanwhile Iron Head is a better STAB against the
above mentioned Tapu Lele as Iron Head has a higher dmg output than Flash Cannon hason Calm Mind Tapu Lele variants.
Fleur Cannon can hit the dark types in this tier such as Ash Greninja, Hoopa-U and also OHKOs the fighting-dragon Kommo-O, which sees a good amount of usage lately.
Speaking of Dark Types: Ash Greninja is our strong special breaker on this team with useful Movepool Combination in Spikes - which can whittle down opposing teams - Water Shuriken as it always hits 3 times
and is a strong Priority Move as it Picks off weakened pkmn pretty successful and Dark Pulse as its secondary good STAB. My decision was to go for Surf over Hydro Pump as I wanted Ash Grenner to not miss
any Hydro Pumps and Surf combined with its amazing SpAtt stat and Choice Specs is still a strong and good move.
Last member on the Squad is Garchomp, this mon sees a lot of usage lately and got an uprise in the VR recently as it has an incredible time right now on a variety of teams.
Garchomp is Tankchomp to be able to check Heatran better and it can also make physical attacker regret hitting it as Rough Skin + Rocky Helmet does a good chip damage to them,
Fire Blast is to help bypassing Ferrothorn and can also hit Kartana and Mega Scizor. Toxic + Stealth Rocks is there to weaken the opposing team.


Importable:
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
IVs: 1 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Defog

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Focus Blast
- Iron Head

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dark Pulse
- Water Shuriken
- Spikes

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Toxic


Pokepaste: https://pokepast.es/b604b6efca704ae1

 

Solaros & Lunaris

Hold that faith that is made of steel
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https://pokepast.es/55e5e804b45077b6
Fun team built around Specs Thunder Koko in Rain. Because its Rain I need a Peli and a Pert who run Defog and Rocks to free up slots on Tornadus and Ferrothorn. Ash-Greninja comes next to patch the offense mu up while being the threatening monster it always is. Torn is next; it acts as a check to Grasses who annoy the first four, with Knock + Taunt improving my matchup vs. bulkier builds with Superpower to chip/KO Ferro/Ttar/Tran. Lastly my own Ferrothorn rounds out the team as a Psychic, Fairy, Water and Electric resist who pivots on Rotom-W and lets Greninja run triple STAB. Thunder Wave cripples Victini/Kartana/Heatran that threaten my team outside of rain.
 

Egor

нет, товарищ генерал, это вы даёте
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
RoAPL Champion

Gachimuchi (Heracross-Mega) (M) @ Heracronite
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Pin Missile
- Rock Blast

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
- Defog
- Moonblast
- Scald
- Taunt

Heatran (M) @ Firium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 100 SpD / 112 Spe
Jolly Nature
- Swords Dance
- Roost
- Earthquake
- Facade

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 140 HP / 24 Atk / 92 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
Built it with my friend Kai. Tapu Koko, M-Heracross, and Heatran here break down shit like Celesteela and Tangrowth for SD Gliscor which is a main wincon of the team. This is supported by FiniRachi core where Jirachi runs a bulky Scarf set (the spread is taken from lyd's rate on the RMT of mine and survives two Focus Blasts for M-Alakazam after rocks) so it checks Psychics and other stuff better. Overall, fun team to use!
 
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Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Swords Dance

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Facade
- Mach Punch

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge

Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Dance
- Clanging Scales
- Poison Jab
- Close Combat

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- Superpower

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Light Screen
- U-turn

Some koko HO with uncommon additions to give it an edge. Started off with koko and landorus, the staple mons of screens. Conkeldurr was the focus, being an absolute monster against bulky teams by, for example, being able to kill toxapex at +1. Scizor and kommo-o deal with faster mons that conk can't mach punch down while conkeldurr removes stuff like steela and toxapex for them. Mons like lele and koko were pretty difficult for the team to set up on, so bulu was the next addition, doubling as a sponge and a breaker as he has plenty of power at +2 even uninvested. Overall pretty fun and easy to use, as bulu's fatness makes it a lot more forgivable than most ho teams.
 

ithrowrocksatkids

Banned deucer.
https://pokepast.es/867d0b7519b13549
Koko has been one of my favorite mons since zygardes ban for many reasons. It’s a great pivot and can act as an amazing wallbreaker for some unprepared teams with specs. This team really utilizes it in getting mawile or kommo in vs stuff like bulu tang and generally bulky grasses and it helps pressure stuff like pex and torn that really annoy kommo.
 

Ladder Jesus

Banned deucer.
Dual Dance Thundurus-T Bulky Offense


Garchomp-Mega (M) @ Garchompite
Ability: Rough Skin
EVs: 20 HP / 236 SpA / 252 Spe
Mild Nature
- Stealth Rock
- Earthquake
- Draco Meteor
- Fire Blast

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 24 Def / 232 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Thundurus-Therian @ Electrium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Agility
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Light Screen
- U-turn

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- High Jump Kick
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

Probably one of my favorite builds from this generation, here is a Bulky Offense featuring one of the most devastating and underrated threats in the tier, known as Dual Dance Thundurus-T. This team features solid hazard setters such as Mega-Garchomp and Ferrothorn and then Dual Screens Tapu Koko can set up everything needed so either Thundurus-T or Hawlucha can sweep. Scarf Landorus-T is used as a form of speed control and can pivot along with Koko which generates a nice amount of momentum. Finally, Defog is used as Lando's last move in case of emergency hazard removal. Overall, this team does a fantastic job of sweeping and pressuring opponents and Thundurus-T is probably one of the best sweepers in the tier at the moment and pairs very nicely with Koko. God help anything that doesn't resist a Electric Terrain boosted Gigavolt Havoc.
 
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Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Crunch
- Knock Off

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Crunch
- Dragon Dance
- Ice Fang

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]

Heatran @ Firium Z
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Power Whip
- Knock Off
- Hidden Power [Ice]
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

This Bulky Offense build is team is a combination of Crawdaunt + Mega Gyara + Koko to help with fat waters and by also providing amazing power with specs and volt switch to help get in Crawdaunt to break shit for Gyara. I like the double Dark + Water because of their ability to whittle down similar check like Tapu Bulu and Tapu Fini. On Gyara I love 3 attacks because it hits the whole tier for supereffective or strong neutral damage. Koko is awesome as a pivot and provides great breaking strength. Max HP Magmatran with rocks deals with shit like Ferro and fairies, such as lele while also providing rocks. AV Tang deals with AshGren and Electrics. Finally Lando-T is the U-Turn pivot that compliments Koko and provides additional speed control while also having defog and dealing with things like ZardX.

Cool team overall, basically just weaken Mega Gyarados's checks with Crawdaunt and Koko and it can sweep most teams. This team is pretty weak to big breakers like Mega Medi and Tapu Lele but pivoting around them with lando, koko and heatran while applying pressure works well.
 
Koko + Zard Y Bulky Offense


Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- U-turn
- Roost
- Defog

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Roost
- Focus Blast

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 68 SpD / 192 Spe
Calm Nature
- Scald
- Moonblast
- Knock Off
- Defog

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Leech Seed
- Knock Off
- Hidden Power [Ice]

Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Building around Tapu Koko is hard, but building around a core is much more feasible. I could have gone with something generic like kyu-b or mega scizor, but I wanted to get a little creative. I decided to go with Charizard Y as the main wallbreaker to put alongside Koko and the two synergize nicely, with Zard Y abusing Ferro/Bulu/Tang hard and Koko defogging and/or pivoting to give the inferno as many chances as possible.

Using something as weak to rocks as Zard Y means that double hazard removal is very important. Also, the core was weak to extremely strong water attackers such as Greninja and Keldeo. I opted to add Tapu Fini to the team to defog and check said water attackers. Fini also baits in fat grass types to give Zard Y free turns, or shared checks in toxapex/chansey and crippling their ability to check Zard Y by knocking off their items.

The core is able to keep most rocks off, but garchomp and lando remain an issue hazards wise. Scarf lando is also hard to switch into for the first 3 members, requiring a lot of prediction to keep it in check. I wanted to alleviate the offensive ground weakness and maintain type synergy, so I added Tangrowth into the mix. Instead of using AV, I went with physdef helmet for a few reasons. For one, it can stomach +2 continental crush nicely and reliably deal with offensive rocks chomp. This rounds off the counterplay that Defog Koko + Fini offers to threats. Also, it hard stops strong physical attackers like kartana and mega lopunny which the rest of the team cannot reliably do. Furthermore, access to leech seed is really nice to keep Fini and Zard Y healthy throughout a game, especially when a lot of switches will happen due to the team's bulky nature.

No rocks yet and I wanted a more offensive switch-in for heatran. victini was also looking like a big threat and I needed an electric immunity too. I decided to run the classic SD Rockium Garchomp to give me all of these roles. Garchomp acts as the secondary wallbreaker alongside Zard Y, and the two do a good job and beating each other's answers.

While Zard Y has a great matchup vs most lele squads, a steel type is still mandatory on any respectable OU team. I had no scarfer either, so I finished off the team with Scarf Jirachi. This gives me an obvious fairy switch-in, but it also gives me access to Healing Wish. Teammates like Garchomp and especially Fini love a full restoration mid-battle, and the fast pivoting from u-turn is great to bring in Zard Y as often as possible.
 
Team A by Ruft


I went for Hyper Offense with Dual Screens Koko as I've always been a big fan of HO.

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Rock Tomb

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Light Screen
- U-turn

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Swords Dance
- High Jump Kick
- Acrobatics
- Roost

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Substitute / Waterfall

Magearna @ Steelium-Z
Ability: Soul-Heart
EVs: 248 HP / 84 SpA / 28 SpD / 148 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Shift Gear
- Thunderbolt
- Flash Cannon

Greninja @ Choice Scarf
Ability: Protean
EVs: 176 Atk / 80 SpA / 252 Spe
Hasty Nature
- Rock Slide
- U-turn
- Ice Beam
- Spikes


Excadrill is a stellar lead on HO. It's an effective rocker with Mold Breaker and also a great spinner as it threatens every Ghost-type in OU, providing useful role compression which is needed on a fast playstyle like HO. Earthquake is strong STAB and Rock Tomb allows it to keep up rocks against Tornadus-T.


Dual screens Tapu Koko is an amazing support mon on HO. Taunt prevents the opponent from defogging Drill's rocks and also prevents Koko from being setup fodder. Screens allow its teammates to come in and setup much more safely. U-turn is there to pivot into those teammates obviously.


Hawlucha is an obvious partner to Koko as it benefits greatly from its Electric Terrain, considering it activates its Electric Seed which in turn activates Unburden and in addition increases its defense to even higher levels. Swords Dance boosts its mediocre attack to more respectable levels, while Roost aids this setup process by providing longevity. Dual STAB in HJK and Acrobatics are Hawlucha's strongest attacking options.


Mega Gyarados is a common Dragon Dance sweeper on HO. Intimidate is amazing as it weakens opposing mons allowing for easier setup. Mold Breaker is incredibly useful as it allows the team to beat Unaware users and hit Rotom-Wash with Earthquake. Crunch provides amazing neutral coverage and hits Psychic-types that Hawlucha might have trouble with super-effectively, while Earthquake provides good coverage and hits common Pokémon like Magearna and Toxapex hard. Substitute is chosen because Gyarados hates being inflicted by burn, paralysis or toxic, easing its matchup against stall. Waterfall can also be chosen over Substitute as the team is lacking Water-type attacks.


Magearna is a great sweeper with formidable snowball potential thanks to Soul-Heart. It is also a good partner to Koko as the terrain boosts its Thunderbolt. Shift Gear allows it to outspeed most of the metagame and Calm Mind allows it to setup to break past would-be checks. Its final and Z-move is Flash Cannon which allows it to break past things that Thunderbolt can't, mainly bulky Grass-types and AV Magearna.


Finally we have Greninja as our scarfer and cleaner, as well as a secondary hazard setter. Rock Slide allows it to revenge kill offensive mons like Volcarona and Gyarados which could otherwise form a great threat to this team. U-turn is for momentum, pivoting into teammates like Koko on passive mons allowing it to renew terrain and/or screens. Ice beam OHKOs Lando which is otherwise dangerous to the team and also takes care of Zapdos which would otherwise check Hawlucha and Gyarados. Spikes wears down opponents allowing its teammates to sweep more easily.


Team B by Sickist


Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 20 HP / 252 SpA / 20 SpD / 216 Spe
Timid Nature
- Thunderbolt
- Defog
- Roost
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Roost
- Hidden Power Fire

Camerupt-Mega @ Cameruptite
Ability: Magma Armor
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Nature Power
- Stealth Rock

Toxapex @ Shed Shell
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 104 Def / 156 SpD
Relaxed Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off
Starting off with a classic core of Tapu Koko+Kyurem Black, I opted for my favorite Koko set, being defog w/ roost, and paired it with standard LO Kyurem-Black. Next, a little unorthodox pick in Mega Camerupt to get rocks up, as well as check electrics, and to break down CelePex even further. Camerupt also abuses Koko's terrain to fire off a Nature Power turned Thunderbolt into any water type wanting to get a freebie into Camerupt. Toxapex+Celesteela checks a plethora of threats by themselves, and Camerupt helps by checking these problematic electrics, like previously mentioned. Kartana rounds off the team as the team's wincon, and appreciates Kyurem-Black and Camerupt breaking down the majority of Kartana's answers. Celesteela is more physically defensive to handle threats like Medicham and Lopunny. Overall, the team is quite fun, and puts Koko in the spotlight, as it show's not only Koko's great offensive prowess, being able to pressure things with Electrium in terrain, to providing crucial support to the team with Electric Terrain, Defog, and a Flying check.

Team C by Windgrace

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Light Screen
- Reflect
- Taunt

Kommo-o @ Salac Berry
Ability: Bulletproof
EVs: 52 HP / 204 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Thunder Punch
- Drain Punch

Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Sucker Punch
- Thunder Punch

Kyurem-Black @ Icium Z
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Freeze Shock
- Substitute
- Fusion Bolt
- Ice Beam

Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Explosion

Hawlucha @ Electric Seed
Ability: Unburden
EVs: 96 HP / 252 Atk / 36 SpD / 124 Spe
Adamant Nature
- Swords Dance
- Acrobatics
- High Jump Kick
- Roost

Fun little HO squad I cooked up a little while ago. Basically Koko mixed with several electric terrain abusers depending on the which sweeper manages to get in and set up. Koko sets screens and Taunts to prevent rocks and suicide lead Lando almost always ensures rocks going up on your opponents side.

Sub+Belly Drum+Salac Kommo-O is nigh unstoppable if it gets the chance to set up. Really fun mon to pair with Koko as terrain boosted Thunder Punches are a force to be reckoned with. Kyurem-B is there to blast stuff like Mega Venusaur, opposing Lando-T, Zapdos, etc and pairs up well with Kommo-O offensively. You could swap Sub for HP Fire here if you're really worried about stuff like Scizor but because this thing forces out so many threats Sub lets it almost always land a huge hit and use the Z move effectively. Koko+Lucha is a well known combo, and here it is no exception. And finally there's Mega Mawile, which provides some priority to the team and a hell of a stallbreaker (and also makes use of terrain boosted Thunderpunches to bop typical checks/counters like Toxapex, Celesteela, Zard Y and Skarmory on the switch).


Team D by Katy



Explanation:
This team is built around Shuca Berry Tapu Koko, which is able to sponge off at least 1 Ground Type Attack hit, its Set is Volt Switch for Momentum, its strong STAB Thunderbolt in its Electric-Terrain
and Hidden Power Ice, which hits Ground types very hard. The last slot is reserved for Defog as Hazards can be an Annoyance to Mega Medicham and Ash Greninja also forcing out common defoggers like Torn-Therian.
Landorus-Therian is the Ground Immunity on this team and it serves as a speed control for this team alongside the usefulness in U-Turn for Momentum it also profits from a strong Earthquake to
revenge kill non ground immune pokéon, which are weakened a bit, that can be achieved by the two options in Stealth Rocks and Spikes on this team. Stone Edge is to threaten Tornadus-Therian
and Knock Off is to get rid of annoying Items like Leftovers, Eviolites and Assault Vests.
Mega Medicham is a strong physical breaker with having a rather good speedtier at 100, since not many pokémon can check Mega Medicham reliably I've decided to go with it and its strong STAB
combination with high base power High Jump Kick and Zen-Headbutt is just nasty overall and having Ice Punch to kill mons like Landorus-Therian, which try to lower its Attack is helpful too, as Ice Punch
is still a OHKO due to the amazing ability Mega Medicham has, which power up all moves it goes for.
Magearna is there for sponging off most special hits and it can check Tapu lele and Mega Alakazam reliable with also gaining a slow Momentum in Volt Switch.
Focus Blast is to kinda lure in Heatrans, why try to check it so it always gets a decent amount of damage to it meanwhile Iron Head is a better STAB against the
above mentioned Tapu Lele as Iron Head has a higher dmg output than Flash Cannon hason Calm Mind Tapu Lele variants.
Fleur Cannon can hit the dark types in this tier such as Ash Greninja, Hoopa-U and also OHKOs the fighting-dragon Kommo-O, which sees a good amount of usage lately.
Speaking of Dark Types: Ash Greninja is our strong special breaker on this team with useful Movepool Combination in Spikes - which can whittle down opposing teams - Water Shuriken as it always hits 3 times
and is a strong Priority Move as it Picks off weakened pkmn pretty successful and Dark Pulse as its secondary good STAB. My decision was to go for Surf over Hydro Pump as I wanted Ash Grenner to not miss
any Hydro Pumps and Surf combined with its amazing SpAtt stat and Choice Specs is still a strong and good move.
Last member on the Squad is Garchomp, this mon sees a lot of usage lately and got an uprise in the VR recently as it has an incredible time right now on a variety of teams.
Garchomp is Tankchomp to be able to check Heatran better and it can also make physical attacker regret hitting it as Rough Skin + Rocky Helmet does a good chip damage to them,
Fire Blast is to help bypassing Ferrothorn and can also hit Kartana and Mega Scizor. Toxic + Stealth Rocks is there to weaken the opposing team.


Importable:
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 32 HP / 88 Def / 172 SpA / 216 Spe
Timid Nature
IVs: 1 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Defog

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Ice Punch
- Fake Out

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Volt Switch
- Fleur Cannon
- Focus Blast
- Iron Head

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Surf
- Dark Pulse
- Water Shuriken
- Spikes

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Toxic


Pokepaste: https://pokepast.es/b604b6efca704ae1

Team E by Solaros & Lunaris


https://pokepast.es/55e5e804b45077b6
Fun team built around Specs Thunder Koko in Rain. Because its Rain I need a Peli and a Pert who run Defog and Rocks to free up slots on Tornadus and Ferrothorn. Ash-Greninja comes next to patch the offense mu up while being the threatening monster it always is. Torn is next; it acts as a check to Grasses who annoy the first four, with Knock + Taunt improving my matchup vs. bulkier builds with Superpower to chip/KO Ferro/Ttar/Tran. Lastly my own Ferrothorn rounds out the team as a Psychic, Fairy, Water and Electric resist who pivots on Rotom-W and lets Greninja run triple STAB. Thunder Wave cripples Victini/Kartana/Heatran that threaten my team outside of rain.

Team F by Egor

Gachimuchi (Heracross-Mega) (M) @ Heracronite
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Pin Missile
- Rock Blast

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Roost

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 16 Def / 12 SpA / 40 SpD / 192 Spe
Calm Nature
- Defog
- Moonblast
- Scald
- Taunt

Heatran (M) @ Firium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Magma Storm
- Earth Power
- Taunt
- Stealth Rock

Gliscor (M) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 52 Def / 100 SpD / 112 Spe
Jolly Nature
- Swords Dance
- Roost
- Earthquake
- Facade

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 140 HP / 24 Atk / 92 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
Built it with my friend Kai. Tapu Koko, M-Heracross, and Heatran here break down shit like Celesteela and Tangrowth for SD Gliscor which is a main wincon of the team. This is supported by FiniRachi core where Jirachi runs a bulky Scarf set (the spread is taken from lyd's rate on the RMT of mine and survives two Focus Blasts for M-Alakazam after rocks) so it checks Psychics and other stuff better. Overall, fun team to use!

Team G by Prisoner952


Landorus-Therian @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Explosion
- Swords Dance

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Bulk Up
- Drain Punch
- Facade
- Mach Punch

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Stone Edge

Kommo-o @ Kommonium Z
Ability: Bulletproof
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Dragon Dance
- Clanging Scales
- Poison Jab
- Close Combat

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- Roost
- Superpower

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Taunt
- Reflect
- Light Screen
- U-turn

Some koko HO with uncommon additions to give it an edge. Started off with koko and landorus, the staple mons of screens. Conkeldurr was the focus, being an absolute monster against bulky teams by, for example, being able to kill toxapex at +1. Scizor and kommo-o deal with faster mons that conk can't mach punch down while conkeldurr removes stuff like steela and toxapex for them. Mons like lele and koko were pretty difficult for the team to set up on, so bulu was the next addition, doubling as a sponge and a breaker as he has plenty of power at +2 even uninvested. Overall pretty fun and easy to use, as bulu's fatness makes it a lot more forgivable than most ho teams.


Team H by ithrowrocksatkids

https://pokepast.es/867d0b7519b13549
Koko has been one of my favorite mons since zygardes ban for many reasons. It’s a great pivot and can act as an amazing wallbreaker for some unprepared teams with specs. This team really utilizes it in getting mawile or kommo in vs stuff like bulu tang and generally bulky grasses and it helps pressure stuff like pex and torn that really annoy kommo.

Team I by Journalist

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Crunch
- Knock Off

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Crunch
- Dragon Dance
- Ice Fang

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]

Heatran @ Firium Z
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Power Whip
- Knock Off
- Hidden Power [Ice]
- Earthquake

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 244 Atk / 68 Def / 196 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

This Bulky Offense build is team is a combination of Crawdaunt + Mega Gyara + Koko to help with fat waters and by also providing amazing power with specs and volt switch to help get in Crawdaunt to break shit for Gyara. I like the double Dark + Water because of their ability to whittle down similar check like Tapu Bulu and Tapu Fini. On Gyara I love 3 attacks because it hits the whole tier for supereffective or strong neutral damage. Koko is awesome as a pivot and provides great breaking strength. Max HP Magmatran with rocks deals with shit like Ferro and fairies, such as lele while also providing rocks. AV Tang deals with AshGren and Electrics. Finally Lando-T is the U-Turn pivot that compliments Koko and provides additional speed control while also having defog and dealing with things like ZardX.

Cool team overall, basically just weaken Mega Gyarados's checks with Crawdaunt and Koko and it can sweep most teams. This team is pretty weak to big breakers like Mega Medi and Tapu Lele but pivoting around them with lando, koko and heatran while applying pressure works well.

Team J by KuraiTenshi26
Koko + Zard Y Bulky Offense


Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Thunderbolt
- U-turn
- Roost
- Defog

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Roost
- Focus Blast

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 68 SpD / 192 Spe
Calm Nature
- Scald
- Moonblast
- Knock Off
- Defog

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Leech Seed
- Knock Off
- Hidden Power [Ice]

Garchomp @ Rockium Z
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish
Building around Tapu Koko is hard, but building around a core is much more feasible. I could have gone with something generic like kyu-b or mega scizor, but I wanted to get a little creative. I decided to go with Charizard Y as the main wallbreaker to put alongside Koko and the two synergize nicely, with Zard Y abusing Ferro/Bulu/Tang hard and Koko defogging and/or pivoting to give the inferno as many chances as possible.

Using something as weak to rocks as Zard Y means that double hazard removal is very important. Also, the core was weak to extremely strong water attackers such as Greninja and Keldeo. I opted to add Tapu Fini to the team to defog and check said water attackers. Fini also baits in fat grass types to give Zard Y free turns, or shared checks in toxapex/chansey and crippling their ability to check Zard Y by knocking off their items.

The core is able to keep most rocks off, but garchomp and lando remain an issue hazards wise. Scarf lando is also hard to switch into for the first 3 members, requiring a lot of prediction to keep it in check. I wanted to alleviate the offensive ground weakness and maintain type synergy, so I added Tangrowth into the mix. Instead of using AV, I went with physdef helmet for a few reasons. For one, it can stomach +2 continental crush nicely and reliably deal with offensive rocks chomp. This rounds off the counterplay that Defog Koko + Fini offers to threats. Also, it hard stops strong physical attackers like kartana and mega lopunny which the rest of the team cannot reliably do. Furthermore, access to leech seed is really nice to keep Fini and Zard Y healthy throughout a game, especially when a lot of switches will happen due to the team's bulky nature.

No rocks yet and I wanted a more offensive switch-in for heatran. victini was also looking like a big threat and I needed an electric immunity too. I decided to run the classic SD Rockium Garchomp to give me all of these roles. Garchomp acts as the secondary wallbreaker alongside Zard Y, and the two do a good job and beating each other's answers.

While Zard Y has a great matchup vs most lele squads, a steel type is still mandatory on any respectable OU team. I had no scarfer either, so I finished off the team with Scarf Jirachi. This gives me an obvious fairy switch-in, but it also gives me access to Healing Wish. Teammates like Garchomp and especially Fini love a full restoration mid-battle, and the fast pivoting from u-turn is great to bring in Zard Y as often as possible.


anthony64 we're not counting your team because it's not yours; it's Ske's. On another note, some people should really start using the described format in the OP because it's actually a pain to have to adjust so many submissions.
 
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