Pokémon Rate My Team
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This is the team I want to try using in the current OU. With a core of Greninja and Tapu Koko, I builded a team around it. I posted it here seeking advice to make it a better team.

Greninja and Tapu Koko both are capable of performing fast and strong VoltTurns and thus form a great core. Landorus offers Rocks support and is able to switch into Electric and Ground attacks that Greninja and Tapu Koko despise. Ferrothorn offers spikes support and pairs pretty well with Landorus after testing out myself on PS. Marowak is able to check Ferrothorn, Xurkitree, and some others. I need a Taunt and Defog/Rapid Spin user to break stall and remove hazards that would weaken my team. I tested out Mew and Tapu Fini on the last slot, and Im not really satisfied.


Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature

  • Ice Beam
  • Dark Pulse
  • U-turn
  • Water Shuriken

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature

  • Thunderbolt
  • Volt Switch
  • Dazzling Gleam
  • Hidden Power [Ice]

Im currently having no problems with Tapu Koko's set. Just that Im not sure if i should put Hydro Pump on Greninja. Water Shuriken allows me to Revenge Kill fast and scarfed opponents like Pheromosa that are weakened, thus making it irreplaceable. Ive been testing Ice Beam with good outcomes as most players only expect it to be Hydro Pump, allowing me to OHKO Salamence, Landorus, Garchomp. Another reason why I used Ice Beam is because most players expect HP Ice on Tapu Koko, so I have to put it on Greninja also to OHKO the threats I stated above.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature

  • Earthquake
  • Stone Edge
  • Stealth Rock
  • U-turn

Scarf Landorus is really good to make use of U-Turn. It allows me to keep switching and intimidate physical attackers like Marowak-A and DDance Charizard, forcing them to switch. Stealth Rock is hazard that weaken teams, making it more easier for sweepers like Landorus itself, Greninja, Tapu Koko to sweep. EdgeQuake is good coverage and hits common threats like Heatran or Mega Pinsir.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe

  • Spikes
  • Leech Seed
  • Power Whip
  • Gyro Ball

Ferrothorn's Gyro Ball will hit like a truck after IVs and nature. The EV spread is pretty simple and the one used in the current OU. Spikes pairs well with Rocks and does well in weakening switch ins, allowing Greninja and the others OHKO instead of 2HKO. Leech Seed does well in stalling and when paired with Leftovers, gives Ferrothorn the much needed recovery. I tested out Rocky Helmet and found out that Leftovers is more suitable for the reliable recovery. The Gyro Ball is able to OHKO Tapu Lele.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe
Adamant Nature

  • Earthquake
  • Flare Blitz
  • Shadow Bone
  • Will-O-Wisp

I actually took this set from smogon. This mon is pretty bulky after investment and with Thick Club, its awesome. Earthquake deals with Flash Fire Heatran that try to switch into my fire attacks. That Heatran thought that I was going to use a fire move, but instead, I use Earthquake to OHKO it. Will-O-Wisp allows me to burn physical attackers that switch in. and Shadow Bone checks Tapu Lele and others that resist its other moves. Lightning Rod allows me to switch into Volt Switches and Thunderbolts from Xurkitree and Tapu Koko, then checking them with Earthquake.


And thats my team. Im not sure what to put for the last slot. Hope you guys can recommend me one. Heres the import.

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse
- U-turn
- Water Shuriken

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

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 12 Atk / 112 SpD / 136 Spe
Adamant Nature
- Earthquake
- Flare Blitz
- Shadow Bone
- Will-O-Wisp

by
hydro > ice beam

i think magnet is better on tapu koko than choice specs, it still smacks most mons around with t-bolt/switch which is mostly what you're gonna be clicking, and makes it so ground types can't get a free turn due to hp ice

rocks on scarf lando isn't the worst thing ever, but you're running serious risks because you're opponent straight up gets a free turn when you click it. id personally switch it and put rocks on marowak-a

hazard removal is essential for volturn, the last slot must be something with defog or rapid spin.
Rocks on Scarf Lando is not really bad in my opinion. Thats becuase I only set it up when I get a free turn or when using it against something that wont do much damage to it. Then I switch.

Also, can you suggest something that works well and can learn Taunt and Defog/Rapid Spin? My team lacks Taunt and do you think if Mew or Tapu Fini suits well for that slot?
Agree with everything Jarjar said. Ice Beam used to be a staple on Greninja, now it's pretty much unnecessary. Hydro all the way. It'll still OHKO Lando, seriously damage Chomp and Mence can be threatened by a U-turn into Koko.

Zap Plate/Magnet is the most common set for Koko right now, and 100% you don't want all three mons Choice-locked. The point of U-Turn/Volt-Switch is to gain momentum, which is impossible if locked into another move. Also consider U-turn/HP Fire over Volt Switch/HP Ice. With hazards and your offensive core, the stuff hit by HP Ice is all 2HKO'd anyway. In return, you can surprise Ferro/Scizor easily. U-Turn as your momentum option also means that any offensive pressure isn't instantly stopped by an immunity.

As for hazard removal, Rapid Spin is probably the way to go. Most VoltTurn teams are built either for Hyper Offense, where every mon threatens to OHKO what's in front of it, or to force the opponent to switch around, racking up damage through Rocks/Spikes. As your team is of the latter type, removing your own hazards would seem to be counter-intuitive. For this purpose, try Defensive Starmie as a Spinner.
Thanks Ion. I will try out you and Jarjar's suggestions. Defensive Spinner Starmie seems great.
Rocks on Lando does give the opponent a free turn. You are FORCED to switch 100% of the time after using it, giving the opponent a free turn to do whatever they want without being threatened.
I know that, so I changed the set to a defensive one with Rocky Helmet instead.

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