to say it lightly, I've been out of the meta quite a bit since gen 7 came out, and naturally a lot of drastic changes are still catching up to me. for the meantime, though, this is a fun team that keeps me entertained in the lower parts of the ladder - although I did peak around 1500 once or twice, I still think it's a bit gimmicky. so I'd love recommendations!
without further ado,
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- U-turn
Ash-Greninja is one of the cooler mons come out this generation, so I had to play with its standard set a bit - I find that although the Protean set is a lot more versatile, it doesn't serve as a definitive win condition the same way Ash-Greninja does (mostly due to the speed difference). here, Hydro pump is STAB, Water Shuriken is priority STAB, Dark Pulse is STAB coverage, and U-Turn often prevents would-be setup switches from doing their thing.
Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power Ground
Volcarona is probably one of the premier Fire types of this generation, especially with the advent of Z-crystals. this is another pretty standard set that is often able to pivot into Mega Scizor or Tangrowth and set up a Quiver Dance - late game, this is pretty much another win condition. Fire Blast is STAB and brings with it an immensely powerful Inferno Overdrive, should the time arise. Giga Drain shuts down things like Greninja and Tapu Fini once you have the Quiver boost. finally, HP Ground decimates Heatran - and does good damage to Toxapex at +2.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- U-turn
Tapu Koko acts as another pivot, who is faster than standard Greninja, among others. Thunderbolt hits hard against even neutral enemies, and obliterates any bulky Waters in the way - while Volt Switch sacrifices power for pivoting. HP Ice covers threats that often are untouched otherwise by bringing an Ice-type attack to the table. U-Turn is there for when Volt Switch isn't reliable (e.g. against incoming Landorus, Excadrill, or Tyranitar switches).
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog
my defogger - and pretty good at it. originally this was a Latios who wasn't really doing me much good; lo and behold the transformation into a standard Fini, bearing bulk and a decently paced Taunt to shut down walls. Nature's Madness is great for predicted switches that would otherwise sit comfortably in your way (Ferrothorn). finally Moonblast is there to damage Dragons mostly.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
my rocks - although it has come in handy for its other moves as well, Lando is basically just a bulky intimidator who sets up rocks. a standard set; EQ is big STAB, Stone Edge is useful coverage, and U-Turn allows for further pivoting action.
Metagross-Mega @ Metagrossite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Zen Headbutt
my mega - Mega Metagross rounds out a bit of coverage with Steel attacks and ever useful Psychic coverage. fairy ad poison types are often dealt with by this - although admittedly, it is annoyingly the only thing on the team that can do that job.
so that's the team right now! as far as negatives go, I notice that without certain mons (Metagross and Volcarona especially) all coverage falls into obscurity and the team is screwed - I also flat out am outspend by things like Scarfchomp and Scarf keldeo. Ironically, Volcarona also obliterates my team after one Quiver Dance. Zygarde isn't impossible to deal with itself, but presents difficulty as nothing seems to comfortably switch in. Protean Greninja variants also hard check this team outside of revenge kills by means of taking advantage of type change. Tyranitar (and special walls in general) also present extreme difficulty as my team is mostly special attackers, with very little coverage. these are some of the most prominent threats, but I'm sure there are more
anyway, thank you for reading! any and all changes are very welcomed. just fuck me up, friends
without further ado,
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- U-turn
Ash-Greninja is one of the cooler mons come out this generation, so I had to play with its standard set a bit - I find that although the Protean set is a lot more versatile, it doesn't serve as a definitive win condition the same way Ash-Greninja does (mostly due to the speed difference). here, Hydro pump is STAB, Water Shuriken is priority STAB, Dark Pulse is STAB coverage, and U-Turn often prevents would-be setup switches from doing their thing.
Volcarona @ Firium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power Ground
Volcarona is probably one of the premier Fire types of this generation, especially with the advent of Z-crystals. this is another pretty standard set that is often able to pivot into Mega Scizor or Tangrowth and set up a Quiver Dance - late game, this is pretty much another win condition. Fire Blast is STAB and brings with it an immensely powerful Inferno Overdrive, should the time arise. Giga Drain shuts down things like Greninja and Tapu Fini once you have the Quiver boost. finally, HP Ground decimates Heatran - and does good damage to Toxapex at +2.
Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- U-turn
Tapu Koko acts as another pivot, who is faster than standard Greninja, among others. Thunderbolt hits hard against even neutral enemies, and obliterates any bulky Waters in the way - while Volt Switch sacrifices power for pivoting. HP Ice covers threats that often are untouched otherwise by bringing an Ice-type attack to the table. U-Turn is there for when Volt Switch isn't reliable (e.g. against incoming Landorus, Excadrill, or Tyranitar switches).
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog
my defogger - and pretty good at it. originally this was a Latios who wasn't really doing me much good; lo and behold the transformation into a standard Fini, bearing bulk and a decently paced Taunt to shut down walls. Nature's Madness is great for predicted switches that would otherwise sit comfortably in your way (Ferrothorn). finally Moonblast is there to damage Dragons mostly.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
my rocks - although it has come in handy for its other moves as well, Lando is basically just a bulky intimidator who sets up rocks. a standard set; EQ is big STAB, Stone Edge is useful coverage, and U-Turn allows for further pivoting action.
Metagross-Mega @ Metagrossite
Ability: Light Metal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Zen Headbutt
my mega - Mega Metagross rounds out a bit of coverage with Steel attacks and ever useful Psychic coverage. fairy ad poison types are often dealt with by this - although admittedly, it is annoyingly the only thing on the team that can do that job.
so that's the team right now! as far as negatives go, I notice that without certain mons (Metagross and Volcarona especially) all coverage falls into obscurity and the team is screwed - I also flat out am outspend by things like Scarfchomp and Scarf keldeo. Ironically, Volcarona also obliterates my team after one Quiver Dance. Zygarde isn't impossible to deal with itself, but presents difficulty as nothing seems to comfortably switch in. Protean Greninja variants also hard check this team outside of revenge kills by means of taking advantage of type change. Tyranitar (and special walls in general) also present extreme difficulty as my team is mostly special attackers, with very little coverage. these are some of the most prominent threats, but I'm sure there are more
anyway, thank you for reading! any and all changes are very welcomed. just fuck me up, friends