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- The actual team is posted below the team description!
- Team Description:
- Koko has an unconventional set that has three jobs! 1) destroy stall with taunt and z-wild charge, 2) forces switches with volt-turn combo and 3)naive nature with volt switch will trick your opponent into assuming you are special and thus will send in special walls to counter. Chansey, SpDef Tran, Spdef Mew, AV Mag are some common examples that get destroyed by z-wild charge.
- Greninja is also a bit unconventional with some special tricks and has a few jobs on the team... 1) force switches with u-turn, 2) eliminate big threats which are otherwise unanswered; Lando, Clefable, Mew, Fini/Lele and 3) trick your opponent through some careful considerations on the item of choice :). You may think ebelt is a dumb item... which means its job is done! Moves like gunk shot, u-turn and HP fire will make your opponent think your are scarf gren... At which point you can ice beam a lando and then HP fire then scizor on the switch.
- Garchomp is a "mostly" standard scarf set... Running rocks over outrage. Leading chomp and getting up rocks will often maintain the illusion that you are not scarffed... this is HUGE for picking up a kill later in the game. Also, getting hazards up and forcing switches will wear your opponent down slowly and allow chomp to EQ sweep late game. This mon is a BLAST on this team.
- Key considerations: Try to maintain three illusions; 1) koko is a Special attacker, 2) Greninja is scarffed and 3) Chomp is NOT scarffed. These are critical for winning tough match-ups in the late game.
- Tox and Ferro are pretty standard... Both are designed to setup hazards and provide team support. Ferro is a SpDef wall and will be your win-con against rain teams. Tox is mixed wall that is slightly more PhysDef to take a +2 EQ from ZardX and haze in return.
- Mew is the last member added to the team. Mew really only has one purpose...Provide wisp support on MMedicham and potential setup mons, especially strong ground types like Zygarde, Landorus or Garchomp. Defog is handy early game to prevent opposing hazards and soft-boil obviously improves longevity. Psychic is mostly for MVenusaur which is a huge pain to this team.
- Scarf Landorus with rocks is a pretty good replacement for Garchomp if you want an EQ immunity and another mon to help weaken strong ground types like Zygarde, Lando and Garchomp using initmidate. The 91 speed sucks for +1 Vol which you no longer out speed and the loss of dragon type hurts your team synergy. The resistances provided by dragon synergize very well with the rest of your team - giving you the main typing cores; water, grass and fire (gren with protean) core, plus the steel, dragon and fairy core. If you want Lando I would run rocks, EQ, stone edge and u-turn. Hasty nature and HP ice over u-turn if you want.
- Have fun and good luck :)
- Tapu Koko @ Electrium Z
- Ability: Electric Surge
- EVs: 252 Atk / 4 SpA / 252 Spe
- Naive Nature
- - Taunt
- - Volt Switch
- - Wild Charge
- - U-turn
- Greninja @ Expert Belt
- Ability: Protean
- EVs: 160 Atk / 96 SpA / 252 Spe
- Naive Nature
- - U-turn
- - Ice Beam
- - Gunk Shot
- - Hidden Power [Fire]
- Toxapex @ Eject Button
- Ability: Regenerator
- EVs: 248 HP / 84 Def / 176 SpD
- Relaxed Nature
- IVs: 0 Atk
- - Recover
- - Haze
- - Toxic Spikes
- - Toxic
- Ferrothorn @ Leftovers
- Ability: Iron Barbs
- EVs: 252 HP / 16 Def / 240 SpD
- Sassy Nature
- IVs: 0 Spe
- - Protect
- - Leech Seed
- - Spikes
- - Gyro Ball
- Garchomp @ Choice Scarf
- Ability: Rough Skin
- EVs: 252 Atk / 4 Def / 252 Spe
- Jolly Nature
- - Stealth Rock
- - Dragon Claw
- - Earthquake
- - Stone Edge
- Mew @ Leftovers
- Ability: Synchronize
- EVs: 248 HP / 184 Def / 76 Spe
- Bold Nature
- IVs: 0 Atk
- - Soft-Boiled
- - Defog
- - Will-O-Wisp
- - Psychic
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