"Instant Crush" Tapu Lele Bulky Offence Introduction Welcome to my first Rate My Team! This team is based around the Wallbreaking and Sweeping Core of Specs Ash Greninja, Dual Dance Landourus and Scarf Tapu Lele, where they attempt to break down their partner's checks, such as Tapu Fini and Tangrowth. Outside the main offensive core, the team provides a solid Dark Psychic Steel Core, as well as a solid defensive core that can check the majority of the tier and can properly support the offensive core. Teambuiding Process (Move your mouse to reveal the content) Teambuiding Process (open) Teambuiding Process (close) The Team started off with the Simple wallbreaking core of Specs Tapu Lele and Specs Ash Greninja. They Both Hate Specially Defensive Walls such as Ferrothorn, Chansey and Alolan Muk, both appreciate these mons being weakened and both hit incredibly hard - including some resisted hits. Both Lele and Ninja have overlapping weaknesses - the more notable ones including the frailty of the two and the fact that they shared many checks, the notable stated above - however, they had key qualities such as a Dragon Immunity, a Ghost "resist" and a Psychic Immunity. However, both mons are too frail to act as a resists to many of the types it resists. The next logical step to building this team was to add a wallbreaker that can wear down Lele and Greninja's checks. Landorus proved to be an effective answer to many of these mons and could effectively break many answers to the previous two. Landorus also provided an answer to Tapu Lele and Greninja's checks. At this point, Pheromosa was a very big threat to the current team, and so I decided to change Tapu Lele from a Specs set to a Scarf Set. I also had the idea of using a SD ZFire Fang Garchomp, where it would allow Tapu Lele and Greninja to sweep with the removal of Skarmory, Celesteela and Tangrowth. The team was lacking a proper Entry Hazard Setter and a much needed Water, Fairy and Steel resists as well as a Poison Immunity. Ferrothorn supports the team by not only setting up Stealth Rocks, but also forcing switches by means of Leech Seed or blocking choice locked moves. Ferrothorn also provided an answer to choice locked Tapu Bulu, Trick Room Magearna and the newly released Mega-Mawile - all of which can effectively check the main offensive core. The Removal of Entry Hazards was a priority for this team, as momentum was a large part of the team, and so Tapu Fini instantly came into mind due to the defensive synergy that it shares with Ferrothorn, as it can abosrb the various Fire, Fighting, Dark and Ice Type moves can effectively run through the team. Tapu Fini's extensive movepool allowed it to stop setup sweepers, remove rocks, heavily dent pokemon. Fini can also stop sweepers and wallbreakers such as Pheromosa, Buzzwoll and Latios, which would otherwise run rampant through the team. Meta Metagross was to serve as a fast wallbreaker or sweeper, as well as providing a secondary Fairy, Steel, Flying, Grass, Rock and Psychic Resist, as well as a 2nd Poison immunity. Metagross can easily knock out threats such as Hoopa-U, Magearna, Black Kyurem and Tapu Bulu, which still ran rampant. Mega Scizor was also a good option for this slot, as it granted the team a slow u-turn, but ultimately only added a fire weakness and did not have the raw power of MMeta. In Depth Anaysis Tapu Lele @ Choice Scarf Ability: Psychic Surge EVs: 4 Def / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Psychic / Psyshock - Moonblast - Focus Blast / Thunderbolt / Shadow Ball - Hidden Power [Fire] Lele is a fantastic pokemon, having great special bulk of 70 / 115 , being in a good speed tier and having an amazing special attack stat which made it an ideal mon to build a team around, as it serves many different roles such as wallbreaker, sweeper, stallbreker, terrain setter and even a clerical role in some cases. However, for this team, it functions as the primary revenge sweeper, being able to revenge kill many fast threats such as Pheromosa, Mega Pinsir and Tapu Koko. This set is as standard as it gets, Psychic is Lele's main STAB, it is boosted by Psychic Terrain and was chosen due to its power to OHKO or 2HKO many mons in the tier, such as Rocky Helmet Tangrowth, Mega Pinsir, Nihilego and Venusaur but Psyshock can also be used to hit mons such as Chansey, AV Tangrowth and Specially Defensive Zapdos for more damage. Moonblast allows Lele to hit Dark and Dragon Types for a OHKO or 2HKO, but also heavily dents neutral targets, however, Psychic/Psyshock is the preferred move to spam. Hidden Power Fire is Lele's primary method to damage Steel Types such as Mega Scizor, Ferrothorn, Metagross and Skarmory. The last moveslot can be changed depending on personal preference, Thunderbolt allows Lele to Hit Fini, Skarmory and Celesteela for the most damage, Focus Blast to hit Heatran and Shadow Ball for Metagross, Bronzong, Alakazam and Opposing Tapu Lele. The last notable trait of Lele's is it's ability to summon Psychic Terrain, which greatly benefits the team, as it not only protects itself, Greninja and Metagross from priority abusers, allowing the offensive Core (barring Landorus) to outspeed the target and knock them out. Greninja @ Choice Specs Ability: Battle Bond EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Water Shuriken - Hydro Pump - Dark Pulse - U-turn Greninja, when paired with Tapu Lele creates an incredible offensive core. Both function as very effective and very consistent win conditions against bulkier and offensive teams with its highly spammable STAB moves and its pivoting capabilities. Although Ash-Greninja is incredibly two-dimensional, it preforms its role as a wallbreaker well - being able to break through walls with its strong STAB moves with its amazing 153 special attack stat that is boosted by its Choice Specs. Greninja acts as the teams's primary wallbreaker of the team, but can act as a secondary sweeper due to its amazing base speed of 133, but also acts as a pivot thanks to U-Turn. Hydro Pump provides a 120 Base Powered STAB that can heavily damage any mon that does not resist water, and can scare out fire types such as Charizard and Volcarona - both mons that threaten the team, but can also deal with ground and rock types such as Landorus, Excadrill, Tyranitar and Terrakion. Water Shuriken is regrettably the only form of priority on the team, but allows it to KO faster threats such as Dugtrio, Pheromosa, and +1 Volcarona. Dark Pulse is Greninja's most spammable move, due to its decent 80 base power and large PP count and hits almost everything in the tier due to the major lack of Dark resists - as most fairies are simply too frail to take various hits from Greninja. The combination of these 3 moves alone provided my team with the wallbreaker it needed, and proved to be effective, breaking through a weakened Tapu Fini, Defensive Landorus, many variations of Tangrowth and Rotom Wash. The team was lacking pivoting moves and U-turn filled this role being able to gain momentum from the opponent on a predicted switch. Grass Knot and Hidden Power Fire was suggested to me by many people just to deal with Tapu Fini, Mega Gyarados, Ferrothorn and Mega Scizor respectively, however, both moves do not provide as much utility as U-turn, however can be used to surprise an unaware opponent. Landorus-Therian @ Rockium Z Ability: Intimidate EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Swords Dance - Rock Polish - Earthquake - Stone Edge The next reasonable step in teambuilding was to get hazards up, but also to to beat Lele's and Ninja's checks and counters. Landorus provided the team with not only another pivot, but also was capable of performing both roles at the same time. Landorus' amazing typing (both offensively and defensively) aided the team, giving it a much needed Ground and Electric Immunity, as well as a crucial Fighting and Poison resist, while weakening the potential attack with it's amazing defensive ability of Intimidate - which gives not only Landorus the bulk it needs,, but to give the team some physical bulk, which perfectly suited my needs. Swords Dance and Rock Polish turn Landorus into an effective wallbreaker and sweeper at the same time - allowing Landorus to fire off the tier's Strongest Earthquake, as well as an amazing Nuke in the form of a 180 base power Continental Crush or Stone Edge. Rock Polish allows it to outspeed the majority of the unboosted tier, barring Scarfed Pheromosa, Koko and Dugtrio. Earthquake provides Landorus with mandatory STAB that deals with bulky Steels and Waters -two categories of pokemon that wall both Tapu Lele and Greninja - and to hit anything else that is not resistant to it for massive damage, even as far as OHKOing Mega Sableye without hazards, Tapu Fini and Chansey after Rocks or a single layer of spikes, as well as 2HKOing Mega Slowbro after rocks. Stone Egde provides Landorus with near-perfect coverage as well as the ability to hit flying type mons such Zapdos and Pelipper on the switch. Tapu Fini @ Leftovers Ability: Misty Surge EVs: 248 HP / 244 Def / 16 Spe Bold Nature IVs: 0 Atk - Nature's Madness / Surf - Moonblast - Taunt / Haze - Defog Tapu Fini is undoubtedly the best Defogger in the tier, with its amazing defensive typing as well as amazing 70 / 115 / 130 bulk, it allows Fini to not only multiple super effective hits, it allows Fini to act as a pivot - with its ability Misty Surge - the ability to summon Misty Terrain, which blocks status moves effecting grounded pokemon, which was incredibly helpful, as it prevented Greninja from being Paralysed, which allows it to sweep without the fear of being outsped. Fini's defensive typing allows it to play a pivotal role on the team, giving it the team more bulk, as well as a Water, Fire, Dark, Ice and Fighting resists as well as a reliable Dragon Resist. The EV Distribution is to be able to live 3 Poison Jabs from AV Alolan Muk, Survive a U-Turn or Ice Beam into a 160 Base Power Acid Downpour Pheromosa, Survive a +2 Poison Jab from a Scolipede, is 2HKO'd by a 3 Hit Bullet Seed by an Adamant Breloom and Poison Jab from Mega Beedrill, Survive a +1 180 Base Power STAB Continental from a Jolly Terrakion, have a chance to Survive a +1 140 Base Power Gigavolt Havoc from a Dragonite. TL;DR The defensive investment allows Fini to Survive moves it normally can't. The given speed EV's are to outspeed minspeed Rotom, as well as outspeeding 156 Speed (CB) Tyranitar. Nature's Madness was added to Tapu Fini after some testing with the team, as it dealt with a boosted Volcarona, removing 1/2 of its current health to allow Greninja to revenge a +2 Volcarona with Water Shuriken, but also serves as a way to slowly chip down walls such as Tangrowth, Celesteela, Chansey, Ferrothorn, and Magearna. Surf can be used specifically to hit ground types such as Excadrill, Opposing Landorus and Mamoswine. Moonblast acts as Fini's main STAB, allowing it to hit many targets for heavy damage to pokemon such as Garchomp, Latios, Pheromosa and Buzzwole, all of which threaten Fini with their strong STAB moves. Taunt is to stop opposing mons from setting up or recovering, and is often used to deter hazards setters from setting hazards, but also prevents many other status moves from occurring. Haze is another option for this moveslot, as it removes any boosted stats, which allows Tapu Lele or Greninja to revenge kill the mon. Defog is a mandatory move on Tapu Fini, as it allows Fini to remove hazards from the field, which is is crucial for this team; as momentum was a key point during the teambuilding stage and allows the rest of the team to switch in safely without the risk of damage or a lowered speed stat. Ferrothorn @ Leftovers Ability: Iron Barbs EVs: 252 HP / 112 Def / 144 SpD Sassy Nature IVs: 0 Spe - Stealth Rock - Leech Seed / Thunder Wave - Gyro Ball - Knock Off Ferrothorn boasts amazing 74 / 131 / 116 bulk and amazing defensive typing of Grass / Steel, it allows to acts as an amazing hazard setter, pivot and mixed wall and is arguably one of the best - if not the best Hazard Setter in the tier. Ferrothorn was added to the team due to the defensive synergy it shares with Tapu Fini, as well as the the offensive core, but more specifically due to its Pivoting and ability to consistently set up hazards. Ferrothorn's mixed defensive set is fantastic, as the combination of it's bulk and ability Iron Barbs deters physical attackers from attacking it, allowing more Special Defence Investment. Ferrothorn also provides an answer to many pokemon such as Protean Greninja lacking HP Fire, Dugtrio, Thunder Punch SD Mawile. Ferrothorn's' set is explainitory - Stealth Rock is for chipping down mons on the switch, Leech Seed for Chipping down mons, while regaining recovery, Gyro Ball, coupled with a negative speed nature and 0 IVs ensures maximum damage on fast threats such as Tapu Koko, Nihilego, Tapu Lele and Black Kyurem. Metagross @ Metagrossite Ability: Clear Body EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Meteor Mash - Ice Punch / Zen Headbutt - Thunder Punch / Bullet Punch / Ice Punch - Earthquake Metagross was a fantastic pick for the team - as it not only boasted amazing offensive stats of 145 / 110 / 110 , an amazing ability of Tough Claws and great typing of Steel and Psychic that gave the team a secondary Fairy resists, as well as a secondary Lele check. Metagross' amazing offensive stats, backed by its ability allows it to hit most targets for large amounts of damage, allowing it to break through the tiers most common walls such as Tapu Fini, Tangrowth, Chansey and Mega Venusaur with its STAB alone, being able to 2HKO or OHKO the mons mentioned. Metagross also offered the team some extra bulk, as well as providing many resistances and another Poison Immunity, being able to wall threats such as Mega Scizor, Magearna, Latios and Nihilego, with its amazing 80 / 150 / 110 bulk. Another trait of Metagross was its expansive movepool, which allowed Metagross to revenge kill many threats, such as both Charizard variations, Ferrothorn, Heatran, Pheromosa and Landorus, which allows Metagross to adapt to the team's needs. Meteor Mash is Metagross' obligatory Steel STAB move, allowing it to hit most walls such as Tangrowth, Tapu Fini, Magearna and Landorus for massive damage, dealing upwards of 45% to listed mons (barring Physically Defensive Tangrowth) and doing massive anything that does not resist it. Meteor Mash also has a scald chance a chance to raise its attack stat by One Stage, allowing it to 2HKO Tangrowth, Magearna, Fini and Mawile. Ice Punch was suggested to me by members of the RMT and OU rooms on Showdown, and is incredibly useful to have, as it allows Metagross to hit Bulky Grounds, Grass and Dragon Types of the tier. Ice Punch OHKO's all Zygarde, Garchomp, Salamence and Mega Pinsir, 2HKO's Defensive Landorus after intimidate, Zapdos, Excadrill, Amoonguss and Serperior. Zen Headbutt can be used however, and allows Metagross to hit the various mons that resist Steel moves, and allowing it to OHKO Venusaur, Toxapex, Amoonguss, Keldeo and Buzzwole after Rocks and 2HKO Rotom-Wash after Rocks. Zen Heabutt, as stated before, can hit Steel-Resistant targets for large damage, doing upwards of 65% to Mega Charizard X, Manaphy, Specially Defensive Zapdos and Volcarona, however, Ice Punch is preferred in this metagame due to the dominance of Grass, Ground and Dragon types and lack of Fighting and Poison types to hit. Thunder Punch is a great coverage move on Metagross, allowing it to hit Water and Flying types for massive amounts of damage, allowing it to 2HKO Tapu Fini, Skarmory (after rocks ), Celesteela, Toxapex and Manaphy and also allowing it to pokemon such as OKHO Charizard Y, Mantine, Greninja and Keldeo (after rocks). Bullet Punch can also be used as another form of priority, allowing it to OHKO Weavile, Nihilego, Pheromosa after some prior damage and 2HKO Terrakion, Tapu Bulu, Hoopa-U and Mimimkyu. (or OHKO, depending on the state of Disguise) Earthquake is the final move on the set, and is obligatory to hit opposing Steel types such as Metagross, Heatran, Magnezone, Jirachi and Excadrill as well as Fire types, such as Charizard X, Volcarona, Volcanion, Victini and Marowak. Earthquake can also be used to hit Poison types if the set doesn't run Zen Headbutt, being able to 2HKO Toxapex after rocks and Alolan Muk. Threatlist Offensive Threats (Move your mouse to reveal the content) Offensive Threats (open) Offensive Threats (close) Fire Types Offensive Fire Types posses a large threat to the team, especially after the removal of Tapu Fini. Volcarona is the biggest threat to the team - having a fantastic Special Attack, fantastic movepool that includes reliable recovery, amazing coverage such as Giga Drain, Hurricane, Psychic and a Hidden Power of Choice, as well as Quiver Dance, the sole reason why Volcarona is a threat - giving it amazing bulk, power and speed. A +2 Giga Drain from a standard Volcarona set can OHKO Tapu Fini after Rocks, which then provides no reliable way to remove Volcarona without sacking at multiple mons, as an Ash Greninja Water Shuriken only does 65% to a +2 Volcarona. Charizard Y can easily tear holes with its Sun boosted STAB, as well as its amazing coverage in the form of Solar Beam - which easily 2HKOs Fini, then is almost unstoppable afterwords, as Metagross is the only way to reliably revenge kill it. Offensive Heatran is an incredibly strong Z-move abuser, being able to trap Tapu Fini on the switch in, then proceed to OHKO Fini with a 190 Base Power Bloom Doom. Not only that, Heatran is able to live Lele's Focus Blast and proceed to either severely damage it or OHKO Lele after rocks. Pheromosa Due to Pheromosa's amazing offensive stats, amazing movepool and its amazing ability Beasct Boosct it proves to be unpredictable, with its Quiver Dance, Mixed Life Orb / Expert Belt / Z Move sets and Specs sets being able to sweep in most cases, especially if its Speed has been boosted, outspeeding both lele, and with some sets, being able to live a Water Shuriken from Greninja, then proceed to OHKO the majority of the team with its strong STAB moves, especially with the one real check to Pheromosa being Tapu Fini. Strong Physical Attackers Mawile proves to be a threat to the team, being able to reliably set up with Swords Dance and OHKO Tapu Fini with Thunder Punch, while also being able to survive any one move from Tapu Lele, then proceeding to OHKO without any boosts, as well as to OHKO Metagross, Greninja and Landorus outside of Psychic Terrain (or always in the case of Landorus) with +2 Sucker Punch. Mega Pinsir can easily run through the team, especially since it an amazing coverage move being Close Combat, which can easily OHKO Ferrothorn at +2. Tapu Lele is the only real answer for Mega Pinsir due to it being able to block its STAB Quick Attack and proceeding to OHKO it with Psychic, which is the only move able to OHKO it without prior damage. Dugtrio poses as a big threat to this team, with almost all of its sets being able to reliably trap and remove threats such as Fini, Metagross and Lele. The Scarf set is able to reliably remove Lele after prior damage, as well as outspeeding it to remove Lele without taking damage, as well as trapping Metagross for reliable damage - however, the Sash set is more reliable to take out Metagross, as the majority of the time, I do not run Bullet Punch. The Banded Set is also a major threat, being able to OHKO Metagross, as well as 2HKOing Fini after Rocks. Lastly, Tapu Bulu is incredibly hard to switch into, as the only real switch-in to it is Ferrothorn on the predicted Horn Leech, Wood Hammer or Stone Edge, as most variant of Bulu carry Superpower to combat Ferrothorn. Tapu Koko Tapu Koko can easily outspeed and severely damage Landorus, Metagross, Tapu Fini and OHKO Greninja pre-transformation. Due to its amazing base speed, as well as underspeed Scarf Tapu Lele to replace Psychic Terrain with Electric Terrain and severely weaken Lele, and proceed to do up to 80% to Lele. Metagross and Tapu Fini also takes a large amount of damage from Thunderbolt and can proceed to OHKO it with Earthquake and Moonblast (after being weakened) respectively. Rain Rain Offense offers a large amount of pressure on the Defensive Core, especially on Tapu Fini, as it is slowly chipped away by Kingdra's Rain Boosted Water type STAB, and Life Orb Boosted Hurricanes from Tornadus. The offensive core of Alolan Raichu and Tapu Koko is greatly pressures Ferrothorn, and most Raichu variations are able to 2HKO or OHKO it with Focus Blast, reducing switch-ins for the team, and allowing offensive mons such as Mega Scizor and Tornadus to run rampant. However, Greninja is able to revenge most mons on rain with its rain boosted Hydro Pump and Water Shuriken. Defensive Threats (Move your mouse to reveal the content) Defensive Threats (open) Defensive Threats (close) Physically Defensive Skarmory Skarmory is incredibly difficult to break through, being an incredibly strong Physical Wall that can take 3 Tough Claws Boosted Thunder Punches from Mega Metagross, as well being able to withstand a neutral Continental Crush into 2 more Stone Edges without using Roost, it is a threat to be reckoned with. Not only that, it can survive at least 1 move from an Ash-Greninja and being able to retaliate by throwing off a Brave Bird to deal heavy damage on the offensive powerhouse, leaving it vunerable to weaker priority moves such as a Neutral Bullet Punch from Scizor or Ice Shard from Weavile. Bulky Grass Types: Amoonguss Amoonguss can take multiple hits from Landorus, Metagross and Greninja, however, will rarely be able to Spore, as the team has two different forms of Status preventions (from powder moves). Although Fini Carries Misty Terrain and can pivot out into another mon, Amoonguss can still deal up to 40% to Tapu Fini with Giga Drain, but is walled by Metagross. Metagross can deal up to 80% with a single ice punch, but Regenerator can keep it out of Min damage range. Tangrowth Both AV and Rocky Helmet Tangrowth can easily wall half the team at once, but is vulnerable to Knock Off, as well as Tapu Lele and Ash Greninja respectively. Similarly to Amoonguss, Tangrowth is able to pivot into many hits and simply regenerate the damage off. However, Tangrowth can be scared out by Landorus fearing SuperSonic SkyStrike (SSSS) and is vulnerable to Nature's Madness, but comes at the risk of Sleep, Knock off and Giga Drain respectively. Replays https://replay.pokemonshowdown.com/gen7ou-548393603 - vs Mawile Rain https://replay.pokemonshowdown.com/gen7ou-548390337 - vs Bulky Offense, with the help of Mind Games :) https://replay.pokemonshowdown.com/gen7ou-548017475 - vs a Mega Pinsir Team, showcasing how I play around it https://replay.pokemonshowdown.com/gen7ou-548029527 - vs Semi-stall, showcasing the offensive Synergy and how it overpowers semi-stall, even with a Paralysed Lele https://replay.pokemonshowdown.com/gen7ou-548876178 - Vs bulky offense, showcasing the power of metagross Importable (Move your mouse to reveal the content) Importable (open) Importable (close) Tapu Lele @ Choice Scarf Ability: Psychic Surge EVs: 4 Def / 252 SpA / 252 Spe Timid Nature IVs: 0 Atk - Psychic - Moonblast - Focus Blast - Hidden Power [Fire] Greninja @ Choice Specs Ability: Battle Bond EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Water Shuriken - Hydro Pump - Dark Pulse - U-turn Landorus-Therian @ Rockium Z Ability: Intimidate EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Swords Dance - Rock Polish - Earthquake - Stone Edge Tapu Fini @ Leftovers Ability: Misty Surge EVs: 248 HP / 244 Def / 16 Spe Bold Nature IVs: 0 Atk - Nature's Madness / Surf - Moonblast - Taunt / Haze - Defog Ferrothorn @ Leftovers Ability: Iron Barbs EVs: 252 HP / 112 Def / 144 SpD Sassy Nature IVs: 0 Spe - Stealth Rock - Leech Seed - Gyro Ball - Knock Off Metagross @ Metagrossite Ability: Clear Body EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Meteor Mash - Ice Punch / Zen Headbutt - Thunder Punch / Bullet Punch - Earthquake Conclusion Thank you for reading my first Rate My Team, and I hope you get to use and enjoy the team! I appreciate any feedback/criticism and I hope you have a great day!