Monotype Tapu Koko (Electric)

Dharma

komorebi
is a Top Artist
QC: Eien / scpinion / Vid
GP: The Dutch Plumberjack


Tapu Koko (Electric)

[OVERVIEW]

Electric
=======

* Tapu Koko has an irreplaceable role on Electric-type teams, setting Electric Terrain upon switch-in and using its high Speed to its advantage to pivot out effectively after. Electric Terrain increases the power of all Electric-type moves by 50%, as well as activates Alolan Raichu's Surge Surfer ability.
* Tapu Koko is the only viable Electric-type that has access to a STAB Fairy-type move, which gives it the necessary coverage to hit Dragon-types.
* Tapu Koko sits at an excellent Speed tier, outspeeding a vast majority of the unboosted metagame.
* It has decent mixed offenses, allowing it to serve as more than just a Terrain setter.
* It has access to Nature's Madness, a rather unique move that reduces the target's HP to 50% of its HP at the time. Guardian Of Alola, in turn, reduces the target's HP to 25%. This allows it to severely dent walls like Mega Venusaur and Lanturn that usually don't have much of a reason to fear it.
* It is the only Electric type that able to reliably use a Flying-type move, namely Brave Bird, which allows it to hit Grass-type Pokemon, especially Mega Venusaur.
* It has access to both physical and special pivoting moves in U-turn and Volt Switch.
* It has access to reliable recovery in Roost, and when combined with Taunt, this may even enable it to serve as an effective stallbreaker.
* However, its shallow physical movepool doesn't let it optimally utilize its higher Attack stat.
* Its bulk is slightly underwhelming, and is prone to being revenge killed by Choice Scarf users like Heracross and Victini as well as weather sweepers like Kingdra and Excadrill.

[SET]
name: Terrain Setter (Electric)
move 1: Volt Switch / U-turn
move 2: Thunderbolt
move 3: Dazzling Gleam
move 4: Hidden Power Ice / Brave Bird
item: Magnet / Life Orb
ability: Electric Surge
nature: Timid / Naive
evs: 252 SpA / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Volt Switch allows Tapu Koko to switch out to a teammate after setting Electric Terrain, all the while keeping momentum. It also gets the boost from Electric Terrain, making up for Tapu Koko's mediocre Special Attack.
* U-turn lets Tapu Koko pivot out of Pokemon that are immune to Volt Switch, such as Ground-types like Hippowdon and Gastrodon, Volt Absorb Lanturn, and Lightning Rod Alolan Marowak, which would otherwise force Tapu Koko to hard switch out, resulting in a loss of momentum.
* Thunderbolt is Tapu Koko's strongest reliable STAB move and is used to deal a significant amount of damage to most Pokemon that don't resist it, as although Tapu Koko's Special Attack stat isn't the best, Thunderbolt is able to deal significant damage to most foes that don't resist it, with Electric Terrain offsetting Tapu Koko's mediocre Special Attack stat.
* Dazzling Gleam is a STAB move that is able to deal a huge amount to most Dragon-types, and when boosted by a Life Orb, has a 30% chance at OHKOing Garchomp, OHKOes Kyurem-B and Dragonite after Stealth Rock damage, has a chance to OHKO Latios after Stealth Rock damage, and 2HKOes most Latias.
* Hidden Power Ice may be used in order to deal actual damage to the likes of defensive Gliscor, Landorus, and offensive Garchomp, being able to OHKO all of them along with dealing a massive chunk to Mega Garchomp.
* Brave Bird allows Tapu Koko to hit various Grass- and Bug-types. With the given spread, it is able to 2HKO defensive Mega Venusaur after Stealth Rock damage and OHKO Breloom, along with dealing a huge chunk to bulky Volcarona and Serperior.

Set Details
========

* The given EVs are meant to maximize Tapu Koko's Speed and Special attack, allowing it to Speed tie with Aerodactyl and outspeed Weavile.
* A Naive nature prevents Tapu Koko from losing out on Attack from running a Timid nature when running U-turn or Brave Bird. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Magnet increases the power of Tapu Koko's Electric-type moves. This allows it to pivot out with Volt Switch without having to worry about recoil. However, this leaves the other moves without an increase in power.
* Electric Surge sets Electric Terrain as Tapu Koko switches in, increasing the power of both its own and its teammates' Electric-type moves.
* When running a Life Orb, Dazzling Gleam is able to OHKO Pokemon like Latios and Kyurem-B after Stealth Rock damage and have a chance to OHKO offensive Garchomp, which would otherwise be a 2HKO when running Magnet. Running Life Orb also allows Tapu Koko to 2HKO Mega Venusaur after Stealth Rock damage. However, Life Orb is only able to get these crucial KOs with Stealth Rock damage. It doesn't help much without having a reliable Stealth Rock setter, which Electric teams have trouble doing. Life Orb also wears down Tapu Koko pretty quickly due to recoil.
* If you're running a Life Orb, 29 IVs in HP can be run to minimize recoil.

Usage Tips
========

* Most of the time, Tapu Koko should only come in to set up Electric Terrain and pivot out with Volt Switch. It should try to keep Electric Terrain up and active as much as possible. It is recommended that Tapu Koko's HP should be kept high whenever possible so that it may set Terrain more times during a battle. Therefore, don't switch it into even any neutral attack due to its underwhelming bulk, and keep hazards off your side of the field, as the damage from hazards, Life Orb, and Brave Bird recoil is enough to hinder its effectiveness.
* Since Electric Terrain prevents sleep, it is fine to switch into an expected sleep-inducing move, such as Spore from Smeargle and Breloom. Be careful with Breloom though, as it could do quite a bit of damage with Bullet Seed if its Focus Sash is still intact.
* One of the best times for Tapu Koko to be out on the field is when the opposing Pokemon is at low health. This ensures that the teammate that Tapu Koko switches out to would not take unnecessary damage, as the opposing Pokemon would usually faint or be switched out.

Team Options
============

* Tapu Koko is generally a really good option to have on any Electric-type team, as almost all Electric-types appreciate the support it offers with Electric Terrain.
* Alolan Raichu is one of best Electric Terrain attackers with its ability Surge Surfer, which doubles its Speed under Electric Terrain, outspeeding even Excadrill in sand. It has access to coverage moves like Surf, Grass Knot and Hidden Power Ice, which helps immensely against Ground-types that Tapu Koko has trouble with. It also helps in handling Mega Venusaur, which Tapu Koko cannot take on by itself unless weakened.
* Zapdos makes for an excellent partner, as it takes care of Tapu Koko's Ground weakness as well as provides Defog support, keeping entry hazards off the field.
* Defensive Rotom-Wash helps against most Steel-types that check Tapu Koko aside from Mold Breaker Excadrill. It helps against a few special walls like Chansey, by annoying it with Pain Split or even Tricking a Choice Item if a offensive set is being used, and Tyranitar, which it can cripple with Will-O-Wisp and slightly dent with Hydro Pump. It also helps immensely against Ground-type teams, especially against Hippowdon, Excadrill, Gliscor, and Garchomp, being able to cripple them with Will-O-Wisp or dent them with Hydro Pump.
* Xurkitree is another great Electric Terrain attacker. With sky high Special Attack and somewhat decent coverage in Energy Ball, it is able to handle a variety of types and can prove to be hard to stop after a single Beast Boost. However, it is worth noting that Electric Terrain prevents Z-Hypnosis from putting a target to sleep, which may end up hindering Xurkitree.
* Magnezone helps Tapu Koko against Steel-types such as Ferrothorn and Klefki, being able to trap them with Magnet Pull and then KO them with Hidden Power Fire and Flash Cannon. It can also switch into Poison-type moves aimed at Tapu Koko.
* Alolan Golem is the strongest physical attacker on Electric-type teams and helps in breaking through special walls like Chansey and Alolan Muk. It is also the most reliable Stealth Rock user on Electric-type teams, and the chip damage helps the rest of the team in securing KOs.
* Thundurus makes for a good teammate due to its ability to act as both a stallbreaker with Taunt and speed control with Thunder Wave, both of which get priority thanks to its ability Prankster. It also stop setup sweepers and prevents hazards from being set up.

[SET]
name: Physical Attacker (Electric)
move 1: Wild Charge
move 2: Brave Bird
move 3: U-turn
move 4: Volt Switch / Thunderbolt
item: Choice Band / Magnet
ability: Electric Surge
nature: Naive
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Wild Charge is Tapu Koko's only physical STAB move. However, combined with a Choice Band and Electric Terrain boost, it is capable of severely denting or straight up OHKOing most Pokemon that don't resist it. For instance, it can OHKO Kingdra with a Choice Band and has a extremely good chance to OHKO with Magnet after Stealth Rock damage.
* Brave Bird allows Tapu Koko to hit Grass-types, notably Mega Venusaur, for a lot of damage. With the given spread, Jolly nature, and a Choice Band, it is capable of denting defensive Mega Venusaur and specially sefensive Cradily quite a bit.
* U-turn lets Tapu Koko switch out to a teammate in a dangerous situation while keeping momentum.
* Volt Switch is an additional pivoting move and can sometimes be better than using U-turn to pivot out, as it gets the STAB boost as well as the boost from Electric Terrain.
* If a Magnet is run instead of a Choice Band, Thunderbolt may be used over Volt Switch. Unlike Wild Charge and Brave Bird, Thunderbolt doesn't have recoil and is hence more spammable. It is useful in situations where Wild Charge isn't necessary for KOing a Pokemon, like when against Skarmory or Mandibuzz.

Set Details
=========

* As this is a more physically attacking set, Choice Band is the preferred item, as it increases Tapu Koko's Attack stat to really high levels. This allows Tapu Koko to wallbreak effectively, being able to 2HKO most Pokemon that don't resist it with Wild Charge and Brave Bird, aside from Porygon2.
* A Magnet may be used instead of a Choice Band. This increases the power of Tapu Koko's Electric-type moves and prevents it from being locked into a move. It may be used to bluff a Choice Band, which could be a surprise to the opponent. A Magnet also allows Thunderbolt to be run in the last move slot, as Tapu Koko's physical movepool is quite shallow.
* The EV spread aims to maximize Tapu Koko's Attack and Speed stats.
* A Naive nature is used so that the power of Thunderbolt and Volt Switch is not reduced. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Electric Surge sets Electric Terrain as Gapu Koko switches in, increasing the power of both its own and its teammates' Electric-type moves.

Usage Tips
=========

* This Tapu Koko set aims at damaging foes directly instead of having to switch to a Terrain attacker to sweep. It aims to dent teams as much as possible, making it easier for a teammate to sweep late-game.
* Although this set isn't meant to be a pure pivot, pivoting is still possible with a strong U-turn to gain switch momentum.
* Wild Charge is going to be move that Tapu Koko would be trying to spam, but it is wise to watch out for recoil damage. If possible, using Wild Charge unnecessarily should be avoided, especially against Pokemon that are sure to survive it and are capable of KOing Tapu Koko in return.
* If a bulky Ground-type is present on the opponent's team, try to be wary of using Wild Charge. If they switch into it, they force Tapu Koko out, making a teammate the target of their STAB or status move. Notable threats include Swampert on Water teams and Gliscor and Landorus-T on Flying-type teams.
* If said bulky Ground-types are present, a better option would be to use U-turn so that no momentum is lost. This also lets you switch into the appropriate check for it, like Energy Ball or Hidden Power Ice Xurkitree.
* Physical Tapu Koko is notable for being able to completely destroy Psychic teams, as it is able to 2HKO every viable Psychic-type with Wild Charge aside from Celebi, which in turn is threatened by U-turn.
* Against Grass teams, the user has to decide when to use U-turn and when to spam Brave Bird. Brave Bird is capable of generally breaking a Grass team aside from its defensive core, namely Cradily, Mega Venusaur, and Ferrothorn. Against these, U-turn would be the better move, as all of them take merely decent damage from Brave Bird.
* When using Magnet, a good strategy is to bluff a Choice Band. It is better not to reveal that it isn't, as it can come in handy during certain points in the battle. If they think that Tapu Koko is locked into Wild Charge, they may try to switch in Mega Venusaur. This could eliminate a key threat to the team, as it would then be taken out with Brave Bird if it had been weakened before.
* When running Magnet, Thunderbolt can be run to lure in and get rid of physical walls like Porygon2.
* If a Mandibuzz or Ferrothorn is present on the opposing team, Volt Switch is a better option to pivot with than U-turn, since the chip damage from Iron Barbs or Rocky Helmet can be quite troublesome. Generally, Volt Switch is a better option to pivot with. U-turn only does more damage when the target resists or is immune to Electric-type moves, is weak to U-turn, or is a special wall.
* Against a Pokemon at low HP, using U-turn would generally be a better play than Wild Charge or Brave Bird. This allows a teammate to take advantage of the Terrain, while keeping Tapu Koko around to be used later on in the battle.

Team Options
============

* Once Tapu Koko has dented teams, Alolan Raichu has a much easier time sweeping weakened foes, which makes it a good partner. Thanks to the Electric Terrain from Tapu Koko, it is able to outspeed the entire metagame due to its ability Surge Surfer.
* Once again, Zapdos makes for a great partner, as it is able to switch into Earthquake, can remove hazards with Defog, and can wear down threats with Toxic. This makes it easier for Tapu Koko to sweep late-game.
* Defensive Rotom-W is capable of handling most Ground-type threats, such as Hippowdon, Excadrill, and Gliscor. It is also capable of crippling said threats with Will-O-Wisp and Hydro Pump.
* Along with Rotom-W, Energy Ball Xurkitree is capable of dismantling most Ground-type teams, as kt beats Gastrodon, one of the only switch-ins to Rotom-W. Although Electric Terrain prevents Xurkitree from putting the target to sleep with Z-Hypnosis, it gets a considerable boost to its Electric-type moves, making it a very potent wallbreaker. Xurkitree also helps in getting past the likes of Porygon2 and other physical walls that Tapu Koko would be unable to break through.
* Thundurus may be used as another Ground-immune Pokemon. It also provides speed control and ca stallbreak with Prankster Thunder Wave and Taunt. It is also capable of denting Ground-type teams, having access to Hidden Power Ice and Grass Knot.
* For a Pokemon that is bent on sweeping teams, Sturdy can be a hassle to deal with. Alolan Golem is the most viable Stealth Rock setter on Electric-type teams, and it is capable of handling the Porygon2 + Chansey core on Normal by itself. It could also act as a suicide lead with Explosion, severely denting a defensive threat, which Tapu Koko can then capitalise on.
* Magnezone is able to trap Ferrothorn with Magnet Pull and KO it with Hidden Power Fire or even by spamming Thunderbolt, as Ferrothorn usually can't do much to Magnezone.

[STRATEGY COMMENTS]
Other Options
=============

Electric
--------
* A Choice Specs set may be used if the team already has a Mega Venusaur and Grass-type check. However, Tapu Koko doesn't like being locked into a move and prefers to use its coverage options instead.
* Tapunium Z may be used in tandem with Nature's Madness. Nature's Madness allows Tapu Koko to reduce the target's HP to half of its HP at the time, and with a Tapunium Z, it further reduces it to 25%. This could severely cripple the likes of Lanturn, Mega Venusaur, Mew, and Chansey, which could otherwise counter Tapu Koko. However, Tapu Koko is left effectively itemless for the rest of the battle, and Nature's Madness alone is not worth the loss of a coverage move.
* Brave Bird may be used in tandem with Flyinium Z on the physical set. This results in a 175 BP Supersonic Skystrike that destroys most Pokemon that don't resist is, most notably being able to OHKO Mega Venusaur.
* Mirror Move may be used in tandem with Flyinium Z to open up opportunities for a potential sweep by doubling Tapu Koko's Attack stat while using the Z-move corresponding to the target's last used move.
* Thunderbolt or Wild Charge may be used in tandem with Electrium Z to be able to destroy a large number if bulky Pokemon that would otherwise survive it, most notable being able to OHKO Mega Metagross and 2HKO Mew with prior damage.
* A utility set with Taunt and Roost is also an option. This is especially useful against more stally teams like Normal and Psychic. It allows Tapu Koko to prevent a bulky Pokemon from trying to use support or recovery moves, and is able to Roost back some of its health on a predicted switch after a Taunt. This lets it effectively set Electric Terrain more times during a match. Along with Taunt and Roost, the other moveslots are for offensive moves. A special utility set can run Thunderbolt and Dazzling Gleam, while a physical utility set can run Wild Charge and U-turn. The special set is notable for being able to win one-on-one against Lanturn, as Taunt prevents it from using Toxic or Heal Bell and Roost lets it regain HP while Lanturn only uses weak attacks.
* Facade may also be an option to use on the Choice Band set. This allows Tapu Koko to completely break stall Water-type teams, which generally set up Toxic Spikes, as it is then able to hit Lanturn for a large amount of damage.
* Grass Knot can be run on the special set as a way of hitting Gastrodon and Seismitoad. However, Xurkitree and Alolan Raichu are common teammates, both which already carry Grass-type moves. Running Grass Knot on Tapu Koko as well prevents it from running its more useful coverage moves.

Checks and Counters
===================

Electric
-------
**Ground-Types**: Several bulky Ground-types are able to take on most of Tapu Koko's attacks. Mega Garchomp, Gliscor, Hippowdon and Excadrill all survive most of Tapu koko's coverage attacks easily and threaten to KO in return with Earthquake. However, Gliscor has to look out for HP Ice. Gastrodon and bulky Swampert could prove to be problems as well if Tapu Koko is not running Grass Knot. Furthermore, Tapu Koko cannot pivot out with Volt Switch, forcing it to use either the rare u-turn or hard switch out, resulting in the loss of momentum.

**Bulky Grass -types**: Although Brave Bird and Hidden Power Ice can help handle Grass-type teams, certain Grass-types, namely Cradily and Ferrothorn, can switch into any of Tapu Koko's attacks without fear of taking too much damage. Mega Venusaur especially is able to wall any set that doesn't run Brave Bird. However, they have to be wary of Taunt, as it can prevent them from using status, healing or hazards moves.

**Dragon-types**: Dragon-type teams are usually kept in check with Dazzling Gleam on the Special set. However, they tend to wall Tapu Koko if it is running a Physical set. Garchomp in particular is a huge threat, as its Ground typing prevent Tapu Koko from using Volt Switch, and Rough Skin punishes it if it uses Brave Bird or U-turn.

**Alolan Marowak**: Alolan Marowak is able to wall Tapu Koko if it is running a special set. It prevents it from using Volt Switch or Wild Charge thanks to its ability Lightning Rod. It resists U-turn, Dazzling Gleam, and Hidden Power Ice and generally forces Tapu Koko to switch out. This provides it opportunities to set up entry hazards or fire off a really powerful STAB move against anything that tries to switch in.

**Lanturn**: Lanturn is able to tank any of Tapu Koko's moves with its great special bulk, including Grass Knot. Furthermore, it can regain its health with when switched into an Electric-type move from Tapu Koko with Volt Absorb. It may then support its teammates with Heal Bell or gain momentum with Volt Switch.

**Special Walls**: Several special walls such as Tyranitar, Chansey, Dragalge, and Alolan Muk do not fear special Tapu Koko's attacks, and usually force it to switch out. However, they must be wary of the Choice Band set, which is able to easily break them, as well as Taunt, as it can prevent them from regaining HP or setting up hazards.

**Weather Sweepers**: Kingdra and Excadrill are quite troublesome for Tapu Koko. Kingdra in rain and Excadrill in sand both outspeed Tapu Koko, thanks to Swift Swim and Sand Rush, and both are able to OHKO Tapu Koko with Surf and Earthquake.

**Revenge Killers**: Although Tapu Koko is pretty fast, it is outsped by a lot of prominent Choice Scarf users, such as Terrakion, Excadrill, and Mamoswine, all of which carry Earthquake. Its bulk isn't the best either, and although it resists Breloom's Mach Punch and Bisharp's Sucker Punch, it is still prone to being revenge killed by the likes of Choice Band Azumarill's Aqua Jet and Choice Band Dragonite's Extreme Speed.

**Entry Hazards**: Since Tapu Koko's main role on an Electric team is to set ElectricTerrain as often as possible, it is prone to being worn down by entry hazards, as it receives chip damage every time it switches in. Furthermore, both of Tapu Koko's sets lack Roost and suffer from recoil damage from either Life Orb or Brave Bird. This affects it longevity, reducing the number of times it is able to set Terrain for its team.
 
Last edited by a moderator:

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Ok, this is gonna be a semi-QC check. You're on the right track with this and it is definitely a tough 'mon to do well on the first try. Essentially, I'm gonna give you the general structure the QC team wants to see and let you fill it in. Then we can come back through and QC the content.

We want 2 sets:
1) LO specially-oriented set (similar to what you have, but we need to work on the slashes)
– The LO set needs Volt Switch / U-turn and Tbolt. U-turn is not sub-optimal, it is just used for a different purpose. It guarantees a pivot vs Electric immunities at the cost of lower damage output on the pivot. Tbolt is the main source of damage, anyways.
– The remaining two slots go to offensive coverage and utility moves. We need to be specific about what each one does so the reader can pick what is best for their team.
– Gleam, Brave Bird, and HP Ice are most important for coverage.
– Grass Knot can get a mention in Moves or OO for Swampert, Gastro, and Hippo. I don't think it needs a slash when it doesn't help with Lanturn, Xurk is likely to have Energy Ball, and Raichu + Rotom + Toxic Zappy is a problem for Ground anyways.
– Taunt for utility. Taunt is used to prevent status and deny healing moves. Let's not suggest people leave their Tapu in on Hippo when Zapdos easily Defogs and can threaten with Toxic.
– Roost at least needs a mention in the moves section to help vs. things like Lanturn and increase the number of times Tapu can set Terrain in a match.

2) A Physical set with Choice Band (Magnet as a slash)
– Wild Charge, U-turn, Brave Bird, filler (Toxic, Roost, Tbolt as an option to avoid recoil if you use Magnet)
– Team options and usage tips should reflect how this is a wallbreaker (it 2hko's most things less physically bulky than P2).
– You're less focused on setting terrain multiple times throughout a match and more focused on punching holes so something else can sweep in the late game. I'm not saying it can't, but it is less focused on it than the Special set, which looks to support the team and enable its teammates to break. For instance, you might set once in the early game to break w/ Wild Charge or pivot out to Xurk w/ U-turn and once later if Raichu needs to sweep.
– Webs is helpful w/ this set too.
– Notably, it rips open a Psychic team, unlike the LO special set that gets walled by Mew if it doesn't have Taunt.

Other Options:
1) Z-moves! It has 3 viable options.
– Tapunium Z + Nature's Madness is an option on either set. It lets it deal 75% to walls like Lanturn, Mega Venu, Mew, and Chansey.
– Flyinium Z on the physical set lets it use Z Mirror Move or Z Brave Bird.
– Electrium Z is an option for one strong hit. It OHKOs most bulky offensive Pokemon (e.g. Megagross) and has a reasonable chance to 2HKO something like Mew if it has taken any damage.

2) We would also like to include a utility set that features Taunt/Roost (Tbolt/Gleam or U-turn/Wild Charge for the other slots). The special variant needs EVs to 1v1 Lanturn 100% of the time.
 
Last edited:

Dharma

komorebi
is a Top Artist
Ok, this is gonna be a semi-QC check. You're on the right track with this and it is definitely a tough 'mon to do well on the first try. Essentially, I'm gonna give you the general structure the QC team wants to see and let you fill it in. Then we can come back through and QC the content.

We want 2 sets:
1) LO specially-oriented set (similar to what you have, but we need to work on the slashes)
– The LO set needs Volt Switch / U-turn and Tbolt. U-turn is not sub-optimal, it is just used for a different purpose. It guarantees a pivot vs Electric immunities at the cost of lower damage output on the pivot. Tbolt is the main source of damage, anyways.
– The remaining two slots go to offensive coverage and utility moves. We need to be specific about what each one does so the reader can pick what is best for their team.
– Gleam, Brave Bird, and HP Ice are most important for coverage.
– Grass Knot can get a mention in Moves or OO for Swampert, Gastro, and Hippo. I don't think it needs a slash when it doesn't help with Lanturn, Xurk is likely to have Energy Ball, and Raichu + Rotom + Toxic Zappy is a problem for Ground anyways.
– Taunt for utility. Taunt is used to prevent status and deny healing moves. Let's not suggest people leave their Tapu in on Hippo when Zapdos easily Defogs and can threaten with Toxic.
– Roost at least needs a mention in the moves section to help vs. things like Lanturn and increase the number of times Tapu can set Terrain in a match.

2) A Physical set with Choice Band (Magnet as a slash)
– Wild Charge, U-turn, Brave Bird, filler (Toxic, Roost, Tbolt as an option to avoid recoil if you use Magnet)
– Team options and usage tips should reflect how this is a wallbreaker (it 2hko's most things less physically bulky than P2).
– You're less focused on setting terrain multiple times throughout a match and more focused on punching holes so something else can sweep in the late game. I'm not saying it can't, but it is less focused on it than the Special set, which looks to support the team and enable its teammates to break. For instance, you might set once in the early game to break w/ Wild Charge or pivot out to Xurk w/ U-turn and once later if Raichu needs to sweep.
– Webs is helpful w/ this set too.
– Notably, it rips open a Psychic team, unlike the LO special set that gets walled by Mew if it doesn't have Taunt.

Other Options:
1) Z-moves! It has 3 viable options.
– Tapunium Z + Nature's Madness is an option on either set. It lets it deal 75% to walls like Lanturn, Mega Venu, Mew, and Chansey.
– Flyinium Z on the physical set lets it use Z Mirror Move or Z Brave Bird.
– Electrium Z is an option for one strong hit. It OHKOs most bulky offensive Pokemon (e.g. Megagross) and has a reasonable chance to 2HKO something like Mew if it has taken any damage.

2) We would also like to include a utility set that features Taunt/Roost (Tbolt/Gleam or U-turn/Wild Charge for the other slots). The special variant needs EVs to 1v1 Lanturn 100% of the time.
Putting it back to wip, will have it updated within the next day or so.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Sorry, I wasn't clear with my phrasing. The utility set can go in other options unless you just really want to do a full write up.
 
Overview:
- First line of the Overview should explain what Tapu Koko is used for and why it should be used.
- What's the point of having the unique typing? Needs impact. Connect this with the Fairy STAB line. Don't talk about Dedenne, though, just say it's the only viable Pokemon with Fairy-type STAB, which lets it beat Dragon-types.
- Add some impact to the great Attack and Special Attack line. It's just hanging right now. By the way, I really wouldn't call its Attack great, at only base 115. I'd say it has decent mixed attacking stats?
- To continue off of the last comment, say that Tapu Koko can use Nature's Madness and its Z-move variant to cripple walls.
- When it comes to Electric Terrain, say that it boosts damage and activates Alolan Raichu's Surge Surfer. The sleep thing doesn't need to be in the Overview.
- Being able to hit Grass teams with Flying-type moves is good, but the main reason you'd use Brave Bird is for Mega Venusaur, so you should say that instead of Grass teams. There are other targets, of course, but Mega Venusaur's the main one.
- If you want to mention Roost, also include Taunt and say that Tapu Koko can even serve as a stallbreaker.
- It can use completely special sets just fine, so I wouldn't say it's forced to use mixed sets. It's just incapable of optimally using its higher Attack.

Mixed Terrain Setter
Set:
- This set shouldn't have mixed in its name because it's not necessarily mixed. Terrain Setter is okay if you like that, or Pivot would work too.
- I also changed the slashing. Brave Bird is definitely not the best coverage move, as it doesn't guarantee the 2HKO on Mega Venusaur. Tapu Koko could just Volt Switch or U-turn out into one of multiple checks, and it doesn't provide any utility outside of only hitting Mega Venusaur. As a result, I've moved it to the last slash on the last move.
- Dazzling Gleam is just a great STAB move that has good coverage with Thunderbolt to hit Dragon-types.
- Hidden Power Ice is for hitting Gliscor, Landorus, and Landorus-T, all of which can be very threatening to Electric teams.
- Taunt and Roost are useful, but not really worth the slot here. Absolutely worth talking about in the Moves section, though.
- Because Brave Bird isn't the main slash, I put Timid as the first nature slash.
- Also, just talk about the IVs
- Slashing Magnet in front of Life Orb because of how the slashing ended up. Without Brave Bird, there's no real reason to use Life Orb over Magnet.

[SET]
name: <name of your choice>
move 1: Volt Switch / U-Turn
move 2: Thunderbolt
move 3: Dazzling Gleam
move 4: Hidden Power Ice / Brave Bird
item: Magnet / Life Orb
ability: Electric Surge
nature: Timid / Naive
evs: 252 SpA / 4 Def / 252 Spe
ivs: 29 HP

Moves:
- Rearrange the lines to fit the new slash order
- Don't need to mention outspeeding bulky Volcarona here for Brave Bird.
- You shouldn't be using Taunt on Mega Venusaur when Sludge Bomb OHKOes Tapu Koko.
- Note that using Taunt or Roost causes Tapu Koko's coverage to seriously suffer as a downside.

Set Details:
- You don't need 4 Attack EVs.
0 Atk Life Orb Tapu Koko Brave Bird vs. 248 HP / 252+ Def Venusaur-Mega: 159-187 (43.8 - 51.5%) -- guaranteed 2HKO after Stealth Rock
- Naive is chosen over Hasty to allow Tapu Koko to take common priority attacks such as Mamoswine's Ice Shard and Dragonite's Extreme speed better.
- Talk about using Magnet to boost Tapu Koko's Electric-type attacks without recoil penalty, allowing it to pivot around freely.
- Don't give the definition of Life Orb, anyone can check Bulbapedia for that. Instead, say that Life Orb gives Tapu Koko the ability to prevent Mega Venusaur from switching into it.
- You don't need specialized IV spreads to run Hidden Power anymore.
- Make a note about Electric Terrain boosting its and its team's damage.

Usage Tips:
- I don't know what this means:
* Tapu Koko must be sent out either mid-game or late-game when sweeping or denoting the opposing team is possible with teammates that are able to abuse Electric Terrain.
- I wouldn't underestimate Tapu Koko's damage. It's a fine attacker and isn't solely a Terrain setter.
- Of course, you should say to try to preserve Tapu Koko's health to allow it to set Terrain multiple times.
- I'd add that Tapu Koko should be trying to set and keep Terrain active as often as possible
- Probably need a line or two about Taunt and Roost each.
- For Taunt, talk about how great the synergy is with Volt Switch / U-turn. After Taunting a wall, Tapu Koko can Volt Switch as they switch out to gain switch momentum. If they don't switch out, a teammate is brought in safely without fear of status.
- For Roost something minor about mainly using it only against walls that can't hurt it or when Tapu Koko switches into a Choice-locked Pokemon using Dragon-type moves.

Team Options:
- As a general note at the beginning, say that almost all Electric-types appreciate having the damage boost from Electric Terrain.
- "aside from Mold Breaker Excadrill" make this change for Rotom-W. It checks Sand Rush fine.
- Xurkitree shouldn't use Grass Knot when it has Energy Ball. Dazzling Gleam isn't good coverage to mention for it either, especially since Tapu Koko has it!
- Alolan Golem should be here for Stealth Rock support and being a strong physical attacker that can break Chansey and other special walls.

Physical Sweeper:

Set:
- It's not really a sweeper, so I made it Attacker. Feel free to change that to whatever you like. Wallbreaker works too.
- Adamant is too reliant on having Sticky Web up, so don't mention it.
- I'm not really convinced Toxic is useful, since you end up U-turning on like all Toxic targets anyway.
- For the last move, no option is amazing because Tapu Koko really just needs its first 3 moves.
- Volt Switch can be the first slash because it's usable on both Choice Band and Magnet. It gives Tapu Koko a move to pivot out but also deal Electric-type damage without giving itself a ton of recoil damage.
- Thunderbolt stays for being more damage on Magnet, always OHKOing Mandibuzz and always setting up Zapdos for a KO with Wild Charge.
- It's U-turn btw, not U-Turn. Need to change this throughout the analysis.

[SET]
name: Physical Attacker
move 1: Wild Charge
move 2: Brave Bird
move 3: U-turn
move 4: Volt Switch / Thunderbolt
item: Choice Band / Magnet
ability: Electric Surge
nature: Jolly / Naive
evs: 252 Atk / 4 Def / 252 Spe

Moves:
- Remove Toxic line. Replace with a line about Volt Switch.
- Mention Facade as an option (yeah you can see really just how rarely this last moveslot gets used lol). It lets Tapu Koko just completely break Stall Water, which often uses Toxic Spikes, by hitting Lanturn for incredible damage after it has been poisoned.

Set Details:
- Remove the part about using 252 Atk / 4 SpA / 252 Spe.
- Don't recommend Adamant.
- Again add a line about Electric Terrain same as last set.
- i'd also again explain the Naive distinction to minimize priority damage.

Usage Tips:
- Instead of being solely a pivot, this set is mainly a wallbreaker, that's the distinction. Talk about using this set to wallbreak early-game to let teammates sweep later.
- Talk about using this set as a pivot too, though, because this set can use a pretty powerful U-turn to gain switch momentum.
- Remove Toxic lines.
- Volt Switch can be used if the opponent has Pokemon such as Ferrothorn and Mandibuzz that will cause significant Iron Barbs and Rocky Helmet recoil to Tapu Koko whenever it uses U-turn or Wild Charge.
- Add that for Magnet, Thunderbolt can be a very good lure for physically defensive Pokemon like Bewear

Team Options:
- Add to Xurkitree that it helps break Pokemon like Porygon2 that wall Tapu Koko.
- Mention Magnezone for trapping Ferrothorn, which is a huge problem for this team.
- Talk about Alolan Raichu, which has a much easier time sweeping after Tapu Koko breaks walls.

Other Options:
- Modest is bad.
- Remove Grass Knot

Checks and Counters:
- Add to Bulky Grass-types that Mega Venusaur walls any set without Brave Bird.
- Steel-types should be removed. Excadrill only switches because it's a Ground-type, Ferrothorn because it's a Grass-type, and Magnezone really doesn't switch in at all into Wild Charge, Thunderbolt, or Volt Switch.
- Lanturn is only on Water teams. Don't imply that it sometimes isn't.
- Zapdos fears Thunderbolt from the special set. You can use Assault Vest Alolan Muk instead.
- Alolan Marowak needs a section. It walls every Tapu Koko set and can set Stealth Rock or just fire off a very powerful STAB attack.
- Add that Dragon-types tend to wall the physical set.
- Add entry hazards. Both sets can be worn down very easily due to recoil and entry hazards make Tapu Koko even easier to slowly take out.

It's less than it probably looks like, many changes are minor and nitpicky in nature. You did a very good job with this, and this was pretty easy to look over. After implementations QC 1/3
 

Dharma

komorebi
is a Top Artist
Implemented, ready for second check.
(Saw the part about U-turn instead of U-Turn after I was done with most changes, I'll edit that as well as a few other minor grammar mistakes before I send it to GP)
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Comments are in bold. You've done a really nice job with a very tough Pokemon that we had high expectations for! :D QC 2/3 once you implement stuff.

QC: Eien / × / ×
GP: ×


Tapu Koko (Electric)

[OVERVIEW]

* Tapu Koko has an irreplaceable role on Electric teams, setting Electric Terrain upon switch-in and using its high Speed to its advantage to pivot out effectively after.
* Tapu Koko is the only viable Electric type that has access to a STAB Fairy move, which gives it the necessary coverage to hit Dragon types.
* Tapu Koko sits at an excellent speed tier, outspeeding a vast majority of the unboosted metagame.
* It has decent mixed offenses, allowing it to serve as more than just a Terrain setter.
* It has access to Nature's Madness, a rather unique move that reduces the target's HP to 50% of its HP at the time. Z-Nature's Madness, in turn, reduces the target's HP to 25%. This allows it to severely dent most walls that would otherwise have no reason to fear it.
* Its ability Electric Surge sets Electric Terrain upon switch-in. This increases the power of all Electric type moves by 50%, as well as activates Alolan Raichu's Surge Surfer ability.
* It is the only Electric type that able to reliably use a Flying type move, which allows it to hit Grass type Pokemon, especially Mega Venusaur.
* It has access to both physical and special pivoting moves in Volt Switch and U-Turn.
* It has access to reliable recovery in Roost, and when combined with Taunt, may even serve as an effective stallbreaker.
* However, its shallow physical movepool doesn't let it optimally utilize its higher Attack stat.
* Its bulk is slightly underwhelming, and is prone to being revenge killed by Choice Scarf and weather abusers.

[SET]
name: Terrain Setter
move 1: Volt Switch / U-Turn
move 2: Thunderbolt
move 3: Dazzling Gleam
move 4: Hidden Power Ice / Brave Bird
item: Magnet / Life Orb
ability: Electric Surge
nature: Timid / Naive
evs: 252 SpA / 4 Def / 252 Spe
ivs: 29 HP

[SET COMMENTS]
Moves
========

* Volt Switch allows Tapu Koko to switch into a teammate after setting Electric Terrain, all the while keeping momentum. It also gets the boost from Electric Terrain, making up for its mediocre Special Attack.
* U-Turn is able to guarentee a pivot against Pokemon that are immune to Volt Switch, such as Ground types like Hippowdon and Gastrodon, and Lanturn, which would otherwise force Tapu Koko to hard switch out, resulting in a loss of momentum.
* While Volt Switch and U-Turn allow Tapu Koko to switch out after setting Electric Terrain, Thunderbolt may be used to deal a significant amount of damage to most Pokemon that don't resist it, as although Tapu Koko's Special Attack stat isn't the best, Thunderbolt gets the STAB boost as well as the boost from Electric Terrain.
* Dazzling Gleam is a STAB move that is able to deal a huge amount to most Dragon types, OHKOing Garchomp, OHKOing Kyurem-B and Dragonite after Stealth Rock damage, having a chance to OHKO Latios after Stealth Rock damage, and 2HKOing most Latias.
(Clarify that these Dazzling Gleam calcs are with a Life Orb. Also, we can't outright say it OHKO's Garchomp when it is only a 31.3% chance. "...huge amount of damage to most Dragon types, allowing it to OHKO Kyuerm-B and Dragonite after SR dmg, have a 30% chance to OHKO Offensive Garchomp, ... latios, ... latias.")
* Hidden Power Ice may be used in order to deal actual damage to the likes of defensive Gliscor, Landorus and offensive Garchomp (if Dazzling Gleam is not run), being able to OHKO all of them along with dealing a massive chunk to Mega Garchomp (> 88%).
* Brave Bird allows Tapu Koko to hit various Grass and Bug types. With the given spread, it is able to 2hko defensive Mega Venusaur after Stealth Rock damage and OHKO breloom, along with dealing a huge chunk to bulky Volcarona and Serperior.
* Taunt prevents slower Pokemon from using healing or status moves as well as preventing them from setting up hazards or phazing Tapu Koko with Roar or Whirlwind. This is specially useful against the likes of Chansey and Zapdos. However, it may sometimes waste a turn of Electric Terrain.
* Roost allows Tapu Koko to regain its HP on a predicted switch. This lets it keep its HP high whenever possible, allowing it to set Electric Terrain more times in a battle.
* However, running Roost or Taunt would seriously affect Tapu Koko's coverage, as it wouldn't have place to run the coverage moves that it needs to run.

Set Details
========
Reorder this section to reflect that we list Magnet before Life Orb.

* The given EVs are meant to maximize Tapu Koko's Speed and Special attack, allowing it to speed tie with Aerodactyl and outspeed Weavile.
* 29 IVs in HP give it a HP of 279, which minimizes Life Orb recoil, losing 27 HP per turn and not 28. (move this to the end)
* Naive nature prevents Tapu Koko from losing out on Attack from running a Timid nature when using U-turn or Brave Bird. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Magnet increases the power of Tapu Koko's Electric type moves. This allows it to pivot out with Volt Switch without having to worry about recoil.
* Electric Surge sets Electric Terrain upon switch-in, increasing the power of both its own and it's teammates' moves.
* You need to talk about why one would use LO over Magnet
* LO Turns 2HKO's into OHKO's when using Dazzling Gleam vs. Dragon types w/ SR up , 2HKO Venu w/ Brave Bird after SR Damage.
* Highlight that LO doesn't help much w/o a teammate to reliably set SR, which Electric struggles with.
(just a side comment that you don't need to implement, but this is why we have Magnet listed over LO. In principle, LO looks great b/c it lets you bop Dragons; but in practice SR are tough to keep up vs a Lati@s when you have a Golem that just dies to Draco (or any special attack). You just end up taking recoil in 17 other matchups for little benefit vs. Dragon)



Usage Tips
========

* Most of the time, Tapu Koko should only come in to set up Electric Terrain and pivot out with Volt Switch. It should try to keep Electric Terrain up and active as much as possible.
* Its bulk is rather underwhelming, so it shouldn't try to switch into any neutral attack, as this would affect its usefulness late-game.
* It is recommended that Tapu Koko's HP should be kept high whenever possible, so that it may set Terrain more times during a battle.
* Since Tapu Koko would be switching in and out, it is advisable to keep hazards off of your side of the field, as the damage from hazards, life orb and brave bird recoil is enough to hinder its effectiveness.
* Since Electric Terrain prevents sleep, it is fine to switch into an expected sleep-inducing move, such as Spore from Smeargle, Breloom and Amoonguss. Be careful with Breloom though, as it could do quite a bit of damage with Bullet Seed if it's sash is still intact.
* One of the best times for Tapu Koko to be out on the field is when the opposing Pokemon is at low health. This ensures that the teammate that Tapu Koko switches into would not take unnecessary damage, as the opposing Pokemon would usually faint or be switched out.

Team Options
============

* Tapu Koko is generally a really good option to have on any Electric team, as almost all Electric types appreciate the support it offers with Electric Terrain.
* Zapdos makes for an excellent partner, as it takes care of Tapu Koko's Ground weakness as well as provides Defog support, keeping hazards off the field.
* Defensive Rotom-Wash helps against most Steel types that check Tapu Koko aside from Mold Breaker Excadrill. It helps against a few Special Defensive walls like Chansey, by annoying it with Pain Split or even tricking a Choice Item if a offensive set is being used, and Tyranitar, which it can cripple with Will-O-Wisp and slightly dent with Hydro Pump. It also helps immensely against Ground teams, especially Hippowdon, Excadrill, Gliscor and Garchomp, being able to cripple them with Will-O-Wisp or dent them with Hydro Pump.
* Alolan Raichu is one of best abusers of Electric Terrain with its ability Surge Surfer, which doubles it's Speed under Electric Terrain, outspeeding even Excadrill in Sand. It has the ability to set up with Nasty Plot, and has access to coverage moves like Surf, Grass Knot and HP Ice, which helps immensely against Grounds types that Tapu Koko has trouble with. It also helps in handling Mega Venusaur, which Tapu Koko cannot take on by itself unless weakened.
* Choice Scarf Xurkitree is another great abuser of Electric Terrain. With sky high Special Attack and somewhat decent coverage in Energy Ball, it is able to handle a variety of types, and can prove to be hard to stop after a single Beast Boost. (remove the bit about Choice Scarf. Any good Xurkitree set is a good partner. Mention that Electric Terrain prevents Z-Hypnosis from putting someone to sleep.)
* Galvantula is able to set up webs, helping in preventing Tapu Koko from being outspeed and revenge killed by a lot of Choice Scarf users. It also lets Tapu Koko outspeed Excadrill in Sand and Kingdra in Rain, allowing it to pick them off if they are weakened.
* Magnezone helps Tapu Koko against Steel types such as Ferrothorn and also against bulky Fairy types like Klefki, being able to trap them with Magnet Pull and then KO them with HP Fire and Flash Cannon. It can also switch into Poison type moves aimed at Tapu Koko.
* Alolan Golem is the strongest Physical Attacker on Electric teams, and helps in breaking through Specially Defensive walls like Chansey and Alolan Muk. It is also the most reliable Stealth Rock user on Electric teams, and the chip damage helps the rest of the team in securing KOs.

[SET]
name: Physical Attacker
move 1: Wild Charge
move 2: Brave Bird
move 3: U-turn
move 4: Volt Switch / Thunderbolt
item: Choice Band / Magnet
ability: Electric Surge
nature: Jolly / Naive
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
* Wild Charge is Tapu Koko's only STAB move as a Physical attacker. However, combined with a Choice Band and Electric Terrain boost, Wild Charge is capable of severely denting or straight up OHKOing most Pokemon that don't resist it. Most notably, it can OHKO Kingdra with a Choice Band and has a extremely good chance to OHKO with Magnet after Stealth Rock damage. (just nitpicking here, but Kingdra definitely isn't the "most notable" target for Banded Wild Charge. "For instance, ..." would be better)
* Brave Bird allows Tapu Koko to hit Grass types, notably Mega Venusaur, for a lot of damage. With the given spread, Jolly nature, and a Choice Band, it is capable of denting defensive Mega Venusaur (> 60%) and specially defensive Cradily (~50%) quite a bit.
* U-Turn lets Tapu Koko switch out to a teammate in a dangerous situation while keeping momentum.
* Volt Switch is an additional pivoting move, and can sometimes be better than using U-Turn to pivot out as it gets the STAB boost as well as the boost from Electric Terrain.
* If a Magnet is run instead of a Choice Band, Thunderbolt may be used over Volt Switch. Unlike Wild Charge and Brave Bird, Thunderbolt doesn't have recoil, and is hence more spammable. It is useful in situations where Wild Charge isn't necessary for KOing a Pokemon.
* Facade may also be an option to use in the last slot. This allows it to completely break stall Water teams which generally set up Toxic Spikes, as it is then able to hit Lanturn for a large amount of damage once it is poisoned.

Set Details
=========
* As this is a more physically attacking set, Choice Band is the preferred choice for an item, as it increases Tapu Koko's Attack stat to really high levels. This allows Tapu Koko to 2HKO almost anything less bulky than Porygon2.
* A Magnet may be used instead of a Choice Band. This increases the power of Tapu Koko's Electric type moves, and prevents it from being locked into a move. It may be used to bluff a Choice Band, which could be a surprise to the opponent when they find out that it isn't. A Magnet also allows Thunderbolt to be run in the last move slot, as Tapu Koko's physical movepool is quite shallow.
* The EV spread aims to maximise Tapu Koko's Attack and Speed stats.
* A Jolly nature maximises Tapu Koko's speed at the expense of Special Attack which is useless on a Physical set. Just put Naive. No sense in reducing Volt Switch's damage output for a bit of SpD when it can't take attacks anyways.
* If Magnet is run, a Naive nature is used so that the power of Volt Switch and Thunderbolt are not reduced. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Electric Surge sets Electric Terrain upon switch-in, increasing the power of both its own and it's teammates' moves.

Usage Tips
=========
* Unlike the Mixed Terrain Setter set, this Tapu Koko set aims at damaging foes directly instead of having to switch to a Terrain abuser to sweep. It aims to dent teams as much as possible, making it easier for a teammate to sweep late-game.
* Although this set isn't meant to be a pure pivot, pivoting is still possible with a strong U-Turn to gain switch momentum.
* Wild Charge is going to be move that you would be trying to spam, but it is wise to watch out for recoil damage. If possible, using Wild Charge unnecessarily should be avoided, especially against Pokemon that is sure to survive it and are capable of KOing Tapu Koko in return.
* If a bulky Ground type is present on the opponent's team, try to be wary of using Wild Charge. If they switch into it, they force Tapu Koko out, making a teammate the target of their STAB or status move. Notable threat include Swampert on Water teams and Gliscor and Landorus-Therian on Flying teams.
* If said bulky Ground types are present, a better option would be to use U-Turn so that no momentum is lost. This also lets you switch into the appropriate check for it, like Energy Ball or Hidden Power Ice Xurkitree.
*Physical Tapu Koko is notable for being able to completely nuke Psychic teams, as they lack an Electric immunity aside from Claydol which isn't considered to be viable. (instead of talking about Claydol and saying Psychic lacks an immunity, mention that it 2HKOs every viable Psychic type with Wild Charge except Celebi, which is threatened by U-turn.)
* Against Grass teams, the user has to decide when to use U-Turn and when to spam Brave Bird. Brave Bird is capable of generally breaking a Grass team aside from its Defensive core, namely Cradily, Mega Venusaur, and Ferrothorn. Against these, U-Turn would be the better move, as all of them take merely decent damage from Brave Bird.
* When using Magnet, a good strategy is to bluff a Choice Band. It is better to not reveal that it isn't, as it can come in handy during certain points in the battle. If they think that you are locked into Wild Charge, they may try to switch in Mega Venusaur. This could eliminate a key threat to the team, as it would then be taken out with Brave Bird if it had been weakened before.
* When running Magnet, Thunderbolt can be runto lure in Physical walls like Bewear.
* If a Mandibuzz or Ferrothorn is present on the opposing team, Volt Switch is a better option to pivot with than U-Turn since the chip damage from Iron Barbs or Rocky Helmet can be quite troublesome. In general, Volt Switch is better if they lack an Electric immunity. U-turn only does more damage to things that are weak to it, resist electric, or are a special wall.
* Against a Pokemon at low HP, using U-Turn would generally be a better play than Wild Charge or Brave Bird. This allows the Terrain to be abused by a teammate, while keeping Tapu Koko alive to be used later on in the battle.

Team Options
============
* Once again, Zapdos makes for a great partner, as it is able to switch into Earthquake and can remove hazards with Defog, as well as wearing down threats with Toxic. This makes it easier for Tapu Koko to sweep late-game.
* Defensive Rotom-Wash is capable of handling most Ground type threats, such as Hippowdon, Excadrill, and Gliscor. It is also capable of crippling said threats with Will-O-Wisp.
* Along with Rotom-Wash, Energy Ball Xurkitree is capable of dismantling most Ground teams, as Gastrodon, one of the only switch-ins to Rotom-Wash, is beaten by it.
* Thundurus may be used as another form of Ground immunity. It also acts as a reliable Speed check and stallbreaker with Prankster Thunder Wave and Taunt. It is also capable of denting Ground teams, having access to Hidden Power Ice and Grass Knot.
* Webs support is especially useful for this, as it prevents Tapu Koko from being outsped by most Choice Scarf users, making it harder to revenge kill. This makes Galvantula an especially good partner.
* For a Pokemon that is bent on sweeping teams, Sturdy can be a hassle to deal with. Alolan Golem is the most viable Stealth Rock setter on Electric, and is capable of handling the Eviolite Core on Normal by itself. It could also act as a suicide lead with Explosion, severely denting a Defensive threat which Tapu Koko can then capitalise on.
* Xurkitree helps in getting past the likes of Porygon2 and other Physical walls that Tapu Koko would be unable to break through.
* Magnezone is able to trap Ferrothorn with Magnet Pull and KO it with Hidden Power Fire or even by spamming Thunderbolt, as Ferrothorn usually can't do much to Magnezone.
* Once Tapu Koko has dented teams, Alolan Raichu has a much easier time sweeping weakened foes, which makes it a good partner.

[STRATEGY COMMENTS]

Other Options
=============

* A Choice Specs set may be used if the team already has a Mega Venusaur and Grass type check. However, Tapu Koko doesn't like being locked into a move, and prefers to use its coverage options instead.
* Tapunium-Z may be used in tandem with Nature's Madness. Nature's Madness allows Tapu Koko to reduce the target's HP to half of its HP at the time, and with a Tapunium-Z, reduces the target's HP to 25% of its HP at the time. This could severely cripple the likes of Lanturn, Mega Venusaur, Mew, and Chansey which could otherwise counter Tapu Koko.
* Brave Bird may be used in tandem with Flynium-Z on the physically attacking set. This results in a 190 BP Supersonic Skystrike, and nukes most Pokemon that don't resist is.
-Mirror Move may be used in tandem with Flynium-Z to open up opportunities for a potential sweep. Z-Mirror Move doubles Tapu Koko's Attack stat, as well as uses the target's last used move. If Sticky Webs are on the opponent's side of the field, Tapu Koko may prove to be extremely hard to stop once it has pulled off a Z-Mirror Move, and most if the time, is by using Choice Scarf users that are not affected by Sticky Web.
* Thunderbolt or Wild Charge may be used in tandem with Electrium-Z to be able to nuke a large number if bulky Pokemon that would otherwise survive it, most notable being able to OHKO Mega Megagross and 2HKO Few with prior damage.
* A utility set with Taunt and Roost is also an option. This is especially useful against more stally teams like Normal and Psychic. It allows Tapu Koko to prevent a bulky Pokemon from trying to use support or recovery moves, and is able to Roost back some of its health on a predicted switch after a Taunt. This allows it to effectively set Electric Terrain more times during a match. Along with Taunt and Roost, the other moveslots are for offensive moves. A Special utility set can run Thunderbolt and Dazzling Gleam, while a Physical utility set can run Wild Charge and U-Turn. The Special set is notable for being able to win a 1v1 against Lanturn, as Taunt prevents it from using Toxic or Heal Bell, and Roost lets it regain HP from Lanturn's weak attacks.

Checks and Counters
===================

**Ground-Types**: Several bulky Ground types are able to take on most of Tapu Koko's attacks. Mega Garchomp, Gliscor, Hippowdon and Excadrill all survive most of Tapu koko's coverage attacks easily and threaten to KO in return with Earthquake. However, Gliscor has to look out for HP Ice. Gastrodon and bulky Swampert could prove to be problems as well if Tapu Koko is not running Grass Knot. Furthermore, Tapu Koko cannot pivot out with Volt Switch, forcing it to use either the rare u-turn or hard switch out, resulting in the loss of momentum.

**Bulky Grass types**: Although Brave Bird and HP Ice can help handle Grass teams, certain Grass types, namely Cradily and Ferrothorn, can switch into any of Tapu Koko's attacks without fear of taking too much damage. Mega Venusaur especially is able to wall any set that doesn't run Brave Bird. However, they have to be wary of Taunt, as it can prevent them from using status, healing or hazards moves.

**Dragon types**: Dragon teams are usually kept in check with Dazzling Gleam on the Special Attacking set. However, they tend to wall Tapu Koko if it is running a Physical set. Garchomp in particular is a huge threat, as its Ground typing prevent Tapu Koko from using Volt Switch, and Rough Skin punishes it if it uses Brave Bird or U-Turn.

**Alolan Marowak**: Alolan Marowak is able to wall Tapu Koko if it is running a Special set. It prevent it from using Volt Switch or Wild Charge thanks to its ability Lightning Rod which makes it immune to Electric type moves. It resists U-Turn, Dazzling Gleam, and Hidden Power Ice, and generally forces Tapu Koko to switch out. This provides it opportunities to set up hazards or fire off a really power STAB move against anything that tries to switch in.

**Lanturn**: Lanturn is able to body any of Tapu Koko's moves with its great Special Bulk, including Grass Knot (~22%). Furthermore, it can regain its health with when switched into an Electric type move from Tapu Koko with Volt Absorb. It may then support its teammates with Heal Bell or gain momentum with Volt Switch.

**Special Defense walls**: Several Special Defense walls such as Tyranitar, Chansey, Dragalgae, and Alolan Muk do not fear Tapu Koko's attacks on a special attacking set, and usually force Tapu Koko to switch out. However, they must be wary of Taunt, as it can prevent them from regaining HP or setting up hazards.

**Weather sweepers**: Kingdra and Excadrill are quite troublesome for Tapu Koko. Kingdra in rain and Excadrill in sand both outspeed Tapu Koko, thanks to Swift Swim and Sand Rush, and both are able to OHKO Tapu Koko with Surf and Earthquake respectively. The only way for Tapu Koko to outspeed them would be with webs on the opponent's side of the field.

**Revenge killers**: Although Tapu Koko is pretty fast, it is still outsped by a lot of prominent Choice Scarf users, such as Terrakion, Excadrill, Heracross, and Mamoswine, all which carry Earthquake. Its bulk isn't the best either, and although it resists Breloom's Mach Punch and Bisharp's Sucker Punch, it is still prone to being revenge killed by the likes of Choice Band Azumarill's Aqua Jet and Choice Band Dragonite's Extreme Speed.

**Entry hazards**: Since Tapu Koko's main role on an Electric team is to set Terrain as often as possible, it is prone to being worn down by entry hazards, as it receives chip damage every time it switches in. Furthermore, both of Tapu Koko's sets suffer from recoil damage from either Life Orb or Brave Bird. This affects it longetivity, reducing the number of times it is able to set Terrain for its team.
 

Vid

Our life is what our thoughts make it
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Comments / Minor Changes omit Additions
QC: Eien / scpinion / ×
GP: ×


Tapu Koko (Electric)

[OVERVIEW]

Electric
=======
* Tapu Koko has an irreplaceable role on Electric teams, setting Electric Terrain upon switch-in and using its high Speed to its advantage to pivot out effectively after. Talk about the ability Electric Surge somewhere here
* Tapu Koko is the only viable Electric type that has access to a STAB Fairy move, which gives it the necessary coverage to hit Dragon types.
* Tapu Koko sits at an excellent speed tier, outspeeding a vast majority of the unboosted metagame.
* It has decent mixed offenses, allowing it to serve as more than just a Terrain setter.
* It has access to Nature's Madness, a rather unique move that reduces the target's HP to 50% of its HP at the time. Z-Nature's Madness, in turn, reduces the target's HP to 25%. This allows it to severely dent most walls that would otherwise have no reason to fear it. Very Vague maybe an example?
* Its ability Electric Surge sets Electric Terrain upon switch-in. This increases the power of all Electric type moves by 50%, as well as activates Alolan Raichu's Surge Surfer ability.
* It is the only Electric type that able to reliably use a Flying type move, which allows it to hit Grass type Pokemon, especially Mega Venusaur. stating move here is better. seems a bit too vague
* It has access to both physical and special pivoting moves in Volt Switch and U-Turn.
* It has access to reliable recovery in Roost, and when combined with Taunt, may even serve as an effective stallbreaker.
* However, its shallow physical movepool doesn't let it optimally utilize its higher Attack stat.
* Its bulk is slightly underwhelming, and is prone to being revenge killed by Choice Scarf and weather abusers. examples?The reader may be unsure about weather abusers part without examples. (Some people may think wate-rtpyes fire-types instead of Kingdra and Excadrill

[SET]
name: Terrain Setter (Electric)
move 1: Volt Switch / U-Turn
move 2: Thunderbolt
move 3: Dazzling Gleam
move 4: Hidden Power Ice / Brave Bird
item: Magnet / Life Orb
ability: Electric Surge
nature: Timid / Naive
evs: 252 SpA / 4 Def / 252 Spe
ivs: 29 HP Shouldn't the ivs be perfect since Magnet is first item?

[SET COMMENTS]
Moves
========

* Volt Switch allows Tapu Koko to switch into a teammate after setting Electric Terrain, all the while keeping momentum. It also gets the boost from Electric Terrain, making up for its mediocre Special Attack.
* U-Turn is able to guarentee a pivot against Pokemon that are immune to Volt Switch, such as Ground types like Hippowdon and Gastrodon, and Lanturn this sort of implies that Lanturn is a ground-type, which would otherwise force Tapu Koko to hard switch out, resulting in a loss of momentum.
* While Volt Switch and U-Turn allow Tapu Koko to switch out after setting Electric Terrain, Thunderbolt may be used to deal a significant amount of damage to most Pokemon that don't resist it, as although Tapu Koko's Special Attack stat isn't the best, Thunderbolt gets the STAB boost as well as the boost from Electric Terrain. wording
* Dazzling Gleam is a STAB move that is able to deal a huge amount to most Dragon types, and when used while holding a Life Orb, has a 30% chance at OHKOing Garchomp, OHKOing Kyurem-B and Dragonite after Stealth Rock damage, having a chance to OHKO Latios after Stealth Rock damage, and 2HKOing most Latias.
* Hidden Power Ice may be used in order to deal actual damage to the likes of defensive Gliscor, Landorus and offensive Garchomp (if Dazzling Gleam is not run), being able to OHKO all of them along with dealing a massive chunk to Mega Garchomp (> 88%). the set has no slashes for Dazzling Gleam so that's pointless
* Brave Bird allows Tapu Koko to hit various Grass and Bug types. With the given spread, it is able to 2hko defensive Mega Venusaur after Stealth Rock damage and OHKO Breloom, along with dealing a huge chunk to bulky Volcarona and Serperior.
* Taunt prevents slower Pokemon from using healing or status moves as well as preventing them from setting up hazards or phazing Tapu Koko with Roar or Whirlwind. This is specially useful against the likes of Chansey and Zapdos. However, it may sometimes waste a turn of Electric Terrain.
* Roost allows Tapu Koko to regain its HP on a predicted switch. This lets it keep its HP high whenever possible, allowing it to set Electric Terrain more times in a battle.
* However, running Roost or Taunt would seriously affect Tapu Koko's coverage, as it wouldn't have place to run the coverage moves that it needs to run
Other Options talks about theses in depth

Set Details
========

* The given EVs are meant to maximize Tapu Koko's Speed and Special attack, allowing it to speed tie with Aerodactyl and outspeed Weavile.
* Naive nature prevents Tapu Koko from losing out on Attack from running a Timid nature when running U-Turn or Brave Bird. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Magnet increases the power of Tapu Koko's Electric type moves. This allows it to pivot out with Volt Switch without having to worry about recoil. Drawbacks?
* Electric Surge sets Electric Terrain upon switch-in, increasing the power of both its own and it's teammates' moves.
* When running a Life Orb, Dazzling Gleam is able to OHKO Pokemon like Latios and Kyurem-Black after Stealth Rock damage and have a chance to OHKO offensive Garchomp, which would otherwise be a 2HKO when running Magnet. Running Life Orb also allows Tapu Koko to 2HKO Mega Venusaur after Stealth Rock damage. However, Life Orb is only able to get these crucial KOs with Stealth Rock damage. It doesn't help much without having a reliable Stealth Rock setter, which Electric teams have trouble doing. Life Orb recoil is a major drawback
* 29 IVs in HP give it a HP of 279, which minimizes Life Orb recoil, losing 27 HP per turn and not 28. Wouldn't that not apply to Magnet?

Usage Tips
========

* Most of the time, Tapu Koko should only come in to set up Electric Terrain and pivot out with Volt Switch. It should try to keep Electric Terrain up and active as much as possible.
* Its bulk is rather underwhelming, so it shouldn't try to switch into any neutral attack, as this would affect its usefulness late-game.
* It is recommended that Tapu Koko's HP should be kept high whenever possible, so that it may set Terrain more times during a battle.
* Since Tapu Koko would be switching in and out, it is advisable to keep hazards off of your side of the field, as the damage from hazards, Life Orb and Brave Bird recoil is enough to hinder its effectiveness.
* Since Electric Terrain prevents sleep, it is fine to switch into an expected sleep-inducing move, such as Spore from Smeargle, Breloom and Amoonguss. Be careful with Breloom though, as it could do quite a bit of damage with Bullet Seed if it's sash is still intact. Amoonguss isn't really relevant
* One of the best times for Tapu Koko to be out on the field is when the opposing Pokemon is at low health. This ensures that the teammate that Tapu Koko switches into would not take unnecessary damage, as the opposing Pokemon would usually faint or be switched out.

Team Options
============

* Tapu Koko is generally a really good option to have on any Electric team, as almost all Electric types appreciate the support it offers with Electric Terrain.
* Alolan Raichu is one of best abusers of Electric Terrain with its ability Surge Surfer, which doubles it's Speed under Electric Terrain, outspeeding even Excadrill in Sand. It has the ability to set up with Nasty Plot, and has access to coverage moves like Surf, Grass Knot and HP Ice, which helps immensely against Grounds types that Tapu Koko has trouble with. It also helps in handling Mega Venusaur, which Tapu Koko cannot take on by itself unless weakened. Move this higher because it is the best teammate
* Zapdos makes for an excellent partner, as it takes care of Tapu Koko's Ground weakness as well as provides Defog support, keeping hazards off the field.
* Defensive Rotom-Wash helps against most Steel types that check Tapu Koko aside from Mold Breaker Excadrill. It helps against a few Special Defensive walls like Chansey, by annoying it with Pain Split or even tricking a Choice Item if a offensive set is being used, and Tyranitar, which it can cripple with Will-O-Wisp and slightly dent with Hydro Pump. It also helps immensely against Ground teams, especially Hippowdon, Excadrill, Gliscor and Garchomp, being able to cripple them with Will-O-Wisp or dent them with Hydro Pump.
* Xurkitree is another great abuser of Electric Terrain. With sky high Special Attack and somewhat decent coverage in Energy Ball, it is able to handle a variety of types, and can prove to be hard to stop after a single Beast Boost. However, it is worth noting that Electric Terrain prevents Z-Hypnosis from putting a target to sleep, which may end up hindering Xurkitree.
* Galvantula is able to set up webs, helping in preventing Tapu Koko from being outspeed and revenge killed by a lot of Choice Scarf users. It also lets Tapu Koko outspeed Excadrill in Sand and Kingdra in Rain, allowing it to pick them off if they are weakened.Webs Electric has pretty much died off and isn't quite as viable as it was at start of Sun and Moon
* Magnezone helps Tapu Koko against Steel types such as Ferrothorn and also against bulky Fairy types like Klefki, being able to trap them with Magnet Pull and then KO them with HP Fire and Flash Cannon. It can also switch into Poison type moves aimed at Tapu Koko. What Poison-type does Magnezone
* Alolan Golem is the strongest Physical Attacker on Electric teams, and helps in breaking through Specially Defensive walls like Chansey and Alolan Muk. It is also the most reliable Stealth Rock user on Electric teams, and the chip damage helps the rest of the team in securing KOs.
* Thundurus should be added

[SET]
name: Physical Attacker (Electric)
move 1: Wild Charge
move 2: Brave Bird
move 3: U-turn
move 4: Volt Switch / Thunderbolt
item: Choice Band / Magnet
ability: Electric Surge
nature: Naive
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
* Wild Charge is Tapu Koko's only STAB move as a Physical attacker. However, combined with a Choice Band and Electric Terrain boost, Wild Charge is capable of severely denting or straight up OHKOing most Pokemon that don't resist it. For instance, it can OHKO Kingdra with a Choice Band and has a extremely good chance to OHKO with Magnet after Stealth Rock damage.
* Brave Bird allows Tapu Koko to hit Grass types, notably Mega Venusaur, for a lot of damage. With the given spread, Jolly nature, and a Choice Band, it is capable of denting defensive Mega Venusaur (> 60%) and specially defensive Cradily (~50%) quite a bit. sidenotes should be avoided
* U-Turn lets Tapu Koko switch out to a teammate in a dangerous situation while keeping momentum.
* Volt Switch is an additional pivoting move, and can sometimes be better than using U-Turn to pivot out as it gets the STAB boost as well as the boost from Electric Terrain.
* If a Magnet is run instead of a Choice Band, Thunderbolt may be used over Volt Switch. Unlike Wild Charge and Brave Bird, Thunderbolt doesn't have recoil, and is hence more spammable. It is useful in situations where Wild Charge isn't necessary for KOing a Pokemon. Examples? Best ones are probably Skarmory or Mandibuzz
* Facade may also be an option to use in the last slot. This allows it to completely break stall Water teams which generally set up Toxic Spikes, as it is then able to hit Lanturn for a large amount of damage once it is poisoned.I tried using this but it was so useless in 95% of matchups maybe other options

Set Details
=========
* As this is a more physically attacking set, Choice Band is the preferred choice for an item, as it increases Tapu Koko's Attack stat to really high levels. This allows Tapu Koko to 2HKO almost anything less bulky than Porygon2. very vague and doesn't really illustrate the merit of this set
* A Magnet may be used instead of a Choice Band. This increases the power of Tapu Koko's Electric type moves, and prevents it from being locked into a move. It may be used to bluff a Choice Band, which could be a surprise to the opponent when they find out that it isn't. A Magnet also allows Thunderbolt to be run in the last move slot, as Tapu Koko's physical movepool is quite shallow.
* The EV spread aims to maximise Tapu Koko's Attack and Speed stats.
* A Naive nature is used so that the power of Thunderbolt and Volt Switch are not reduced. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Electric Surge sets Electric Terrain upon switch-in, increasing the power of both its own and it's teammates' moves. this implies all moves

Usage Tips
=========
* Unlike the Mixed Terrain Setter set, this Tapu Koko set aims at damaging foes directly instead of having to switch to a Terrain abuser to sweep. It aims to dent teams as much as possible, making it easier for a teammate to sweep late-game.
* Although this set isn't meant to be a pure pivot, pivoting is still possible with a strong U-Turn to gain switch momentum.
* Wild Charge is going to be move that you would be trying to spam, but it is wise to watch out for recoil damage. If possible, using Wild Charge unnecessarily should be avoided, especially against Pokemon that is sure to survive it and are capable of KOing Tapu Koko in return. avoid using you
* If a bulky Ground type is present on the opponent's team, try to be wary of using Wild Charge. If they switch into it, they force Tapu Koko out, making a teammate the target of their STAB or status move. Notable threat include Swampert on Water teams and Gliscor and Landorus-Therian on Flying teams.
* If said bulky Ground types are present, a better option would be to use U-Turn so that no momentum is lost. This also lets you switch into the appropriate check for it, like Energy Ball or Hidden Power Ice Xurkitree.
* Physical Tapu Koko is notable for being able to completely nuke Psychic teams, as it is able to 2HKO every viable Psychic type aside from Celebi, which in turn is threatened by U-turn. With Wild Charge?
* Against Grass teams, the user has to decide when to use U-Turn and when to spam Brave Bird. Brave Bird is capable of generally breaking a Grass team aside from its Defensive core, namely Cradily, Mega Venusaur, and Ferrothorn. Against these, U-Turn would be the better move, as all of them take merely decent damage from Brave Bird.
* When using Magnet, a good strategy is to bluff a Choice Band. It is better to not reveal that it isn't, as it can come in handy during certain points in the battle. If they think that you are locked into Wild Charge, they may try to switch in Mega Venusaur. This could eliminate a key threat to the team, as it would then be taken out with Brave Bird if it had been weakened before. Avoid using you
* When running Magnet, Thunderbolt can be run to lure in Physical walls like Bewear.Bewear is not the best example
* If a Mandibuzz or Ferrothorn is present on the opposing team, Volt Switch is a better option to pivot with than U-Turn since the chip damage from Iron Barbs or Rocky Helmet can be quite troublesome. Generally, Volt Switch is a better option to pivot with. U-turn only does more damage when the target resists or is immune to Electric type moves, is weak to U-turn, or if it is a Specially Defensive wall.
* Against a Pokemon at low HP, using U-Turn would generally be a better play than Wild Charge or Brave Bird. This allows the Terrain to be abused by a teammate, while keeping Tapu Koko alive to be used later on in the battle.

Team Options
============
* Once Tapu Koko has dented teams, Alolan Raichu has a much easier time sweeping weakened foes, which makes it a good partner. Electric Terrain? Surge Surfer? Moving this up for same reason
* Once again, Zapdos makes for a great partner, as it is able to switch into Earthquake and can remove hazards with Defog, as well as wearing down threats with Toxic. This makes it easier for Tapu Koko to sweep late-game.
* Defensive Rotom-Wash is capable of handling most Ground type threats, such as Hippowdon, Excadrill, and Gliscor. It is also capable of crippling said threats with Will-O-Wisp. Hydro Pump as well
* Along with Rotom-Wash, Energy Ball Xurkitree is capable of dismantling most Ground teams, as Gastrodon, one of the only switch-ins to Rotom-Wash, is beaten by it.
* Xurkitree helps in getting past the likes of Porygon2 and other Physical walls that Tapu Koko would be unable to break through. Electric terrain benefits and drawbacks also put Xurkitree together
* Thundurus may be used as another form of Ground immunity. It also acts as a reliable Speed check and stallbreaker with Prankster Thunder Wave and Taunt. It is also capable of denting Ground teams, having access to Hidden Power Ice and Grass Knot.
* Webs support is especially useful for this, as it prevents Tapu Koko from being outsped by most Choice Scarf users, making it harder to revenge kill. This makes Galvantula an especially good partner.Same as compliant as other team options
* For a Pokemon that is bent on sweeping teams, Sturdy can be a hassle to deal with. Alolan Golem is the most viable Stealth Rock setter on Electric, and is capable of handling the Eviolite Core on Normal by itself. It could also act as a suicide lead with Explosion, severely denting a Defensive threat which Tapu Koko can then capitalise on.
* Magnezone is able to trap Ferrothorn with Magnet Pull and KO it with Hidden Power Fire or even by spamming Thunderbolt, as Ferrothorn usually can't do much to Magnezone.

[STRATEGY COMMENTS]

Other Options
=============

Electric
--------
* A Choice Specs set may be used if the team already has a Mega Venusaur and Grass type checkconfusing. However, Tapu Koko doesn't like being locked into a move, and prefers to use its coverage options instead.
* Tapunium-Z may be used in tandem with Nature's Madness. Nature's Madness allows Tapu Koko to reduce the target's HP to half of its HP at the time, and with a Tapunium-Z, reduces the target's HP to 25% of its HP at the time. This could severely cripple the likes of Lanturn, Mega Venusaur, Mew, and Chansey which could otherwise counter Tapu Koko. Drawbacks?
* Brave Bird may be used in tandem with Flynium-Z on the physically attacking set. This results in a 190 BP Supersonic Skystrike, and nukes most Pokemon that don't resist is. Example? And isn't that for OHKOing Mega Venusaur?
-Mirror Move may be used in tandem with Flynium-Z to open up opportunities for a potential sweep. Z-Mirror Move doubles Tapu Koko's Attack stat, as well as uses the target's last used move. If Sticky Webs are on the opponent's side of the field, Tapu Koko may prove to be extremely hard to stop once it has pulled off a Z-Mirror Move, and most if the time, is by using Choice Scarf users that are not affected by Sticky Web. Very situational. The statement about Sticky Web doesn't make it seem universally useful
* Thunderbolt or Wild Charge may be used in tandem with Electrium-Z to be able to nuke a large number if bulky Pokemon that would otherwise survive it, most notable being able to OHKO Mega Megagross and 2HKO Few with prior damage. Few other things is very vague
* A utility set with Taunt and Roost is also an option. This is especially useful against more stally teams like Normal and Psychic. It allows Tapu Koko to prevent a bulky Pokemon from trying to use support or recovery moves, and is able to Roost back some of its health on a predicted switch after a Taunt. This allows it to effectively set Electric Terrain more times during a match. Along with Taunt and Roost, the other moveslots are for offensive moves. A Special utility set can run Thunderbolt and Dazzling Gleam, while a Physical utility set can run Wild Charge and U-Turn. The Special set is notable for being able to win a 1v1 against Lanturn, as Taunt prevents it from using Toxic or Heal Bell, and Roost lets it regain HP from Lanturn's weak attacks.
* Grass Knot

Checks and Counters
===================

Electric
-------
**Ground-Types**: Several bulky Ground types are able to take on most of Tapu Koko's attacks. Mega Garchomp, Gliscor, Hippowdon and Excadrill all survive most of Tapu koko's coverage attacks easily and threaten to KO in return with Earthquake. However, Gliscor has to look out for HP Ice. Gastrodon and bulky Swampert could prove to be problems as well if Tapu Koko is not running Grass Knot. Furthermore, Tapu Koko cannot pivot out with Volt Switch, forcing it to use either the rare u-turn or hard switch out, resulting in the loss of momentum.

**Bulky Grass types**: Although Brave Bird and HP Ice can help handle Grass teams, certain Grass types, namely Cradily and Ferrothorn, can switch into any of Tapu Koko's attacks without fear of taking too much damage. Mega Venusaur especially is able to wall any set that doesn't run Brave Bird. However, they have to be wary of Taunt, as it can prevent them from using status, healing or hazards moves.

**Dragon types**: Dragon teams are usually kept in check with Dazzling Gleam on the Special Attacking set. However, they tend to wall Tapu Koko if it is running a Physical set. Garchomp in particular is a huge threat, as its Ground typing prevent Tapu Koko from using Volt Switch, and Rough Skin punishes it if it uses Brave Bird or U-Turn.

**Alolan Marowak**: Alolan Marowak is able to wall Tapu Koko if it is running a Special set. It prevent it from using Volt Switch or Wild Charge thanks to its ability Lightning Rod which makes it immune to Electric type moves. It resists U-Turn, Dazzling Gleam, and Hidden Power Ice, and generally forces Tapu Koko to switch out. This provides it opportunities to set up hazards or fire off a really power STAB move against anything that tries to switch in.

**Lanturn**: Lanturn is able to body any of Tapu Koko's moves with its great Special Bulk, including Grass Knot (~22%). Furthermore, it can regain its health with when switched into an Electric type move from Tapu Koko with Volt Absorb. It may then support its teammates with Heal Bell or gain momentum with Volt Switch. Avoid sidenotes just say it doesn't do much damage.

**Special Walls**: Several special walls such as Tyranitar, Chansey, Dragalge, and Alolan Muk do not fear Tapu Koko's attacks on a special attacking set, and usually force Tapu Koko to switch out. However, they must be wary of Taunt, as it can prevent them from regaining HP or setting up hazards. Choice Band set? I changed it since Special Walls sounds and looks better than special defense walls

**Weather sweepers**: Kingdra and Excadrill are quite troublesome for Tapu Koko. Kingdra in rain and Excadrill in sand both outspeed Tapu Koko, thanks to Swift Swim and Sand Rush, and both are able to OHKO Tapu Koko with Surf and Earthquake respectively. The only way for Tapu Koko to outspeed them would be with webs on the opponent's side of the field. Avoid talking about webs since Galvantula is mediocre at best on electric

**Revenge killers**: Although Tapu Koko is pretty fast, it is still outsped by a lot of prominent Choice Scarf users, such as Terrakion, Excadrill, Heracross, and Mamoswine, all which carry Earthquake. Its bulk isn't the best either, and although it resists Breloom's Mach Punch and Bisharp's Sucker Punch, it is still prone to being revenge killed by the likes of Choice Band Azumarill's Aqua Jet and Choice Band Dragonite's Extreme Speed. Most common Heracross sets don't carry Earthquake as much as they used to so taking it out is best decision

**Entry hazards**: Since Tapu Koko's main role on an Electric team is to set Terrain as often as possible, it is prone to being worn down by entry hazards, as it receives chip damage every time it switches in. Furthermore, both of Tapu Koko's sets suffer from recoil damage from either Life Orb or Brave Bird. This affects it longevity, reducing the number of times it is able to set Terrain for its team. put an emphasis on sets without Roost
Lots of grammar and spelling mistakes, so please reread the analysis before sending it to GP(a simple spell check in Word should help with spelling). Overall the content is good.
QC 3/3
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]

Electric
=======
* Tapu Koko has an irreplaceable role on Electric-type teams, setting Electric Terrain upon switch-in and using its high Speed to its advantage to pivot out effectively after. Electric Surge let's it set Electric Terrain upon switch-in.
* Tapu Koko is the only viable Electric-type that has access to a STAB Fairy-type move, which gives it the necessary coverage to hit Dragon-types.
* Tapu Koko sits at an excellent Speed tier, outspeeding a vast majority of the unboosted metagame.
* It has decent mixed offenses, allowing it to serve as more than just a Terrain setter.
* It has access to Nature's Madness, a rather unique move that reduces the target's HP to 50% of its HP at the time. Z-Nature's Madness, Guardian of Alola, in turn, reduces the target's HP to 25%. This allows it to severely dent walls like Mega Venusaur and Lanturn that usually don't have much of a reason to fear it.
* Its ability Electric Surge sets Electric Terrain upon switch-in as it switches in. This increases the power of all Electric-type moves by 50%, as well as activates activating Alolan Raichu's Surge Surfer ability. (ideally just merge this into the first bullet)
* It is the only Electric type that able to reliably use a Flying-type move, namely Brave Bird, which allows it to hit Grass-type Pokemon, especially Mega Venusaur.
* It has access to both physical and special pivoting moves in U-turn and Volt Switch and U-turn.
* It has access to reliable recovery in Roost, and when combined with Taunt, this may even enable it to serve as an effective stallbreaker.
* However, its shallow physical movepool doesn't let it optimally utilize its higher Attack stat.
* Its bulk is slightly underwhelming, and it is prone to being revenge killed by Choice Scarf users like Excadrill (diff example here would be cleaner) and Victini as well as weather abusers sweepers like Kingdra and Excadrill.

[SET]
name: Terrain Setter (Electric)
move 1: Volt Switch / U-turn
move 2: Thunderbolt
move 3: Dazzling Gleam
move 4: Hidden Power Ice / Brave Bird
item: Magnet / Life Orb
ability: Electric Surge
nature: Timid / Naive
evs: 252 SpA / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

* Volt Switch allows Tapu Koko to switch into out to a teammate after setting Electric Terrain, all the while keeping momentum. It also gets the boost from Electric Terrain, making up for its Tapu Koko's mediocre Special Attack.
* U-turn is able to guarentee a pivot against lets Tapu Koko pivot out of Pokemon that are immune to Volt Switch, such as Ground-types like Hippowdon and Gastrodon (RC) and Volt Absorb users like (if Lanturn is the only relevant Volt Absorb user then use "as well as Volt Absorb Lanturn") Lanturn which is immune to Electric-type moves thanks to its ability Volt Absorb, which would otherwise force Tapu Koko to hard switch out, resulting in a loss of momentum.
* While Volt Switch and U-turn allow Tapu Koko to switch out after setting Electric Terrain, (not really seeing the contrast here) Thunderbolt is Tapu Koko's strongest reliable STAB move and is may be used to deal a significant amount of damage to most Pokemon that don't resist it, as although Tapu Koko's Special Attack stat isn't the best, Thunderbolt is able to deal significant damage thanks to with Electric Terrain offsetting Tapu Koko's mediocre Special Attack stat. (repetition / fluff here)
* Dazzling Gleam is a STAB move that is able to deal a huge amount to most Dragon-types, and when used while holding a boosted by Life Orb, it has a 30% chance at OHKOing Garchomp, OHKOing OHKOes Kyurem-B and Dragonite after Stealth Rock damage, having has a chance to OHKO Latios after Stealth Rock damage, and 2HKOing 2HKOes most Latias.
* Hidden Power Ice may be used in order to deal actual damage to the likes of defensive Gliscor, Landorus, and offensive Garchomp, being able to OHKO all of them along with dealing a massive chunk to Mega Garchomp.
* Brave Bird allows Tapu Koko to hit various Grass- and Bug-types. With the given spread, it is able to 2HKO defensive Mega Venusaur after Stealth Rock damage and OHKO Breloom, along with dealing a huge chunk to bulky Volcarona and Serperior.

Set Details
========

* The given EVs are meant to maximize Tapu Koko's Speed and Special attack, allowing it to Speed tie with Aerodactyl and outspeed Weavile.
* A Naive nature prevents Tapu Koko from losing out on Attack from running a Timid nature when running U-turn or Brave Bird. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Magnet increases the power of Tapu Koko's Electric-type moves. This allows it to pivot out with Volt Switch without having to worry about recoil. However, this leaves the other moves without an increase in power.
* Electric Surge sets Electric Terrain upon switch-in as Tapu Koko switches in, increasing the power of both its own and it's its teammates' Electric-type moves.
* When running a Life Orb, Dazzling Gleam is able to OHKO Pokemon like Latios and Kyurem-Black after Stealth Rock damage and have a chance to OHKO offensive Garchomp, which would otherwise be a 2HKO when running Magnet. Running Life Orb also allows Tapu Koko to 2HKO Mega Venusaur after Stealth Rock damage. However, Life Orb is only able to get these crucial KOs with Stealth Rock damage. It doesn't help much without having a reliable Stealth Rock setter, which Electric teams have trouble doing. Life Orb also wears down Tapu Koko pretty quickly due to recoil.
* If you're running a Life Orb, 29 IVs in HP can be run. This gives it a HP of 279, which minimizes Life Orb recoil, losing 27 HP per turn and not 28 to minimize recoil.

Usage Tips
========

* Most of the time, Tapu Koko should only come in to set up Electric Terrain and pivot out with Volt Switch. It should try to keep Electric Terrain up and active as much as possible.
* Its bulk is rather underwhelming, so it shouldn't try to switch into any neutral attack, as this would affect its usefulness late-game.
* It is recommended that Tapu Koko's HP should be kept high whenever possible (RC) so that it may set Terrain more times during a battle. Therefore, don't switch it into even any neutral attack due to its underwhelming bulk, and
* Since Tapu Koko would be switching in and out, it is advisable to
keep entry hazards off of your side of the field, as the damage from hazards, Life Orb, and Brave Bird recoil is enough to hinder its effectiveness. (or combine them however you like, but lots of redundancy here)
* Since Electric Terrain prevents sleep, it is fine to switch into an expected sleep-inducing move, such as Spore from Smeargle and Breloom. Be careful with Breloom, (AC) though, as it could do quite a bit of damage with Bullet Seed if it's its Focus Sash is still intact.
* One of the best times for Tapu Koko to be out on the field is when the opposing Pokemon is at low health. This ensures that the teammate that Tapu Koko switches into out to would not take unnecessary damage, as the opposing Pokemon would usually faint or be switched out.

Team Options
============

* Tapu Koko is generally a really good option to have on any Electric-type team, as almost all Electric-types appreciate the support it offers with Electric Terrain.
* Alolan Raichu is one of the best abusers of Electric Terrain attackers with its ability Surge Surfer, which doubles it's its Speed under Electric Terrain, outspeeding even Excadrill in sand. It has the ability to set up with Nasty Plot (RC) and has access to coverage moves like Surf, (consider making a note of Surf + NP being illegal on the same set) Grass Knot and HP Hidden Power Ice, which helps immensely against Ground-types that Tapu Koko has trouble with. It also helps in handling Mega Venusaur, which Tapu Koko cannot take on by itself unless weakened.
* Zapdos makes for an excellent partner, as it takes care of Tapu Koko's Ground weakness as well as provides Defog support, keeping entry hazards off the field.
* Defensive Rotom-Wash helps against most Steel-types that check Tapu Koko aside from Mold Breaker Excadrill. It helps against a few special walls like Chansey, by annoying it with Pain Split or even Tricking a Choice Item if a offensive set is being used, and Tyranitar, which it can cripple with Will-O-Wisp and slightly dent with Hydro Pump. It also helps immensely against Ground-type teams, especially against Hippowdon, Excadrill, Gliscor, (AC) and Garchomp, being able to cripple them with Will-O-Wisp or dent them with Hydro Pump.
* Xurkitree is another great abuser of Electric Terrain attacker. With sky high Special Attack and somewhat decent coverage in Energy Ball, it is able to handle a variety of types (RC) and can prove to be hard to stop after a single Beast Boost. However, it is worth noting that Electric Terrain prevents Z-Hypnosis from putting a target to sleep, which may end up hindering Xurkitree.
* Magnezone helps Tapu Koko against Steel-types such as Ferrothorn and also against bulky Fairy types like (is Klefki being part Fairy in any way significant? reads like just another Steel-type that happens to be Fairy) Klefki, being able to trap them with Magnet Pull and then KO them with HP Hidden Power Fire and Flash Cannon. It can also switch into Poison-type moves aimed at Tapu Koko.
* Alolan Golem is the strongest physical Attacker on Electric-type teams (RC) and helps in breaking through special walls like Chansey and Alolan Muk. It is also the most reliable Stealth Rock user on Electric-type teams, and the chip damage helps the rest of the team in securing KOs.
* Thundurus makes for a good teammate due to its ability to act as both a stallbreaker with Taunt and speed control with Thunder Wave, both of which get priority thanks to its ability Prankster. It also stop set-up setup sweepers and prevents hazards forming from being set up on the field.

[SET]
name: Physical Attacker (Electric)
move 1: Wild Charge
move 2: Brave Bird
move 3: U-turn
move 4: Volt Switch / Thunderbolt
item: Choice Band / Magnet
ability: Electric Surge
nature: Naive
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
* Wild Charge is Tapu Koko's only physical STAB move as a Physical attacker. However, combined with a Choice Band and Electric Terrain boost, Wild Charge it is capable of severely denting or straight up OHKOing most Pokemon that don't resist it. For instance, it can OHKO Kingdra with a Choice Band and has a extremely good chance to OHKO with Magnet after Stealth Rock damage.
* Brave Bird allows Tapu Koko to hit Grass-types, (AH) notably Mega Venusaur, (is this really necessary if you're mentioning it in the next sentence?) for a lot of damage. With the given spread, Jolly nature, and a Choice Band, it is capable of denting defensive Mega Venusaur and specially defensive Cradily quite a bit.
* U-turn lets Tapu Koko switch out to a teammate in a dangerous situation while keeping momentum.
* Volt Switch is an additional pivoting move (RC) and can sometimes be better than using U-turn to pivot out, (AC) as it gets the STAB boost as well as the boost from Electric Terrain.
* If a Magnet is run instead of a Choice Band, Thunderbolt may be used over Volt Switch. Unlike Wild Charge and Brave Bird, Thunderbolt doesn't have recoil (RC) and is hence more spammable. It is useful in situations where Wild Charge isn't necessary for KOing a Pokemon, like when against Skarmory or Mandibuzz.

Set Details
=========
* As this is a more physically attacking set, Choice Band is the preferred item, as it increases Tapu Koko's Attack stat to really high levels. This allows Tapu Koko to wallbreak effectively, being able to 2HKO most Pokemon that don't resist it, (Wild Charge / its attacks?) aside from Porygon2.
* A Magnet may be used instead of a Choice Band. This increases the power of Tapu Koko's Electric-type moves (RC) and prevents it from being locked into a move. It may be used to bluff a Choice Band, which could be a surprise to the opponent when they find out that it isn't. A Magnet also allows Thunderbolt to be run in the last move slot, as Tapu Koko's physical movepool is quite shallow.
* The EV spread aims to maximise maximize Tapu Koko's Attack and Speed stats.
* A Naive nature is used so that the power of Thunderbolt and Volt Switch are is not reduced. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Electric Surge sets Electric Terrain upon switch-in as Tapu Koko switches in, increasing the power of both its own and it's its teammates' Electric-type moves.

Usage Tips
=========
* Unlike the Mixed Terrain Setter set, This (don't cross-reference between sets)Tapu Koko set aims at damaging foes directly instead of having to switch to a Terrain abuser attacker to sweep. It aims to dent teams as much as possible, making it easier for a teammate to sweep late-game.
* Although this set isn't meant to be a pure pivot, pivoting is still possible with a strong U-turn to gain switch momentum.
* Wild Charge is going to be move that Tapu Koko would be trying to spam, but it is wise to watch out for recoil damage. If possible, using Wild Charge unnecessarily should be avoided, especially against Pokemon that is are sure to survive it and are capable of KOing Tapu Koko in return.
* If a bulky Ground-type is present on the opponent's team, try to be wary of using Wild Charge. If they switch into it, they force Tapu Koko out, making a teammate the target of their STAB or status move. Notable threat threats include Swampert on Water teams and Gliscor and Landorus-Therian on Flying-type teams.
* If said bulky Ground-types (AH) are present, a better option would be to use U-turn so that no momentum is lost. This also lets you switch into the appropriate check for it, like Energy Ball or Hidden Power Ice Xurkitree.
* Physical (spacing) Tapu Koko is notable for being able to completely nuke destroy Psychic teams, as it is able to 2HKO every viable Psychic-type (AH) with Wild Charge aside from Celebi, which in turn is threatened by U-turn.
* Against Grass teams, the user has to decide when to use U-turn and when to spam Brave Bird. Brave Bird is capable of generally breaking a Grass team aside from its defensive core, namely Cradily, Mega Venusaur, and Ferrothorn. Against these, U-turn would be the better move, as all of them take merely decent damage from Brave Bird.
* When using Magnet, a good strategy is to bluff a Choice Band. It is better not to not reveal that it isn't, as it can come in handy during certain points in the battle. If they think that Tapu Koko is locked into Wild Charge, they may try to switch in Mega Venusaur. This could eliminate a key threat to the team, as it would then be taken out with Brave Bird if it had been weakened before.
* When running Magnet, Thunderbolt can be run to lure in and get rid of physical walls like Porygon2.
* If a Mandibuzz or Ferrothorn is present on the opposing team, Volt Switch is a better option to pivot with than U-turn, (AC) since the chip damage from Iron Barbs or Rocky Helmet can be quite troublesome. Generally, Volt Switch is a better option to pivot with. U-turn only does more damage when the target resists or is immune to Electric-type (AH) moves, is weak to U-turn, or if it is a special wall.
* Against a Pokemon at low HP, using U-turn would generally be a better play than Wild Charge or Brave Bird. This allows a teammate to take advantage of the Terrain to be abused by a teammate, while keeping Tapu Koko alive around to be used later on in the battle.

Team Options
============
* Once Tapu Koko has dented teams, Alolan Raichu has a much easier time sweeping weakened foes, which makes it a good partner. Thanks to the Electric Terrain from Tapu Koko, it is able to outspeed the entire metagame due to its ability Surge Surfer which doubles it's Speed in Electric Terrain.
* Once again, Zapdos makes for a great partner, as it is able to switch into Earthquake, (AC) and can remove entry hazards with Defog, as well as wearing and can wear down threats with Toxic. This makes it easier for Tapu Koko to sweep late-game.
* Defensive Rotom-Wash is capable of handling most Ground-type threats, such as Hippowdon, Excadrill, and Gliscor. It is also capable of crippling said threats with Will-O-Wisp and Hydro Pump.
* Along with Rotom-Wash, Energy Ball Xurkitree is capable of dismantling most Ground-type teams, as it beats Gastrodon, one of the only switch-ins to Rotom-Wash, is beaten by it. Although Electric Terrain prevents Xurkitree from putting the target to sleep with Z-Hypnosis, it gets a considerable boost to its Electric-type moves, making it a very potent wallbreaker. Xurkitree also helps in getting past the likes of Porygon2 and other physical walls that Tapu Koko would be unable to break through.
* Thundurus may be used as another form of Ground immunity Ground-immune Pokemon. It also acts as a reliable Speed check provides speed control and can stallbreaker with Prankster Thunder Wave and Taunt. It is also capable of denting Ground-type teams, having access to Hidden Power Ice and Grass Knot.
* For a Pokemon that is bent on sweeping teams, Sturdy can be a hassle to deal with. Alolan Golem is the most viable Stealth Rock setter on Electric-type teams, and it is capable of handling the Eviolite Core Porygon2 + Chansey core on Normal by itself. It could also act as a suicide lead with Explosion, severely denting a defensive threat, (AC) which Tapu Koko can then capitalise capitalize on.
* Magnezone is able to trap Ferrothorn with Magnet Pull and KO it with Hidden Power Fire or even by spamming Thunderbolt, as Ferrothorn usually can't do much to Magnezone.

[STRATEGY COMMENTS]

Other Options
=============

Electric
--------
* A Choice Specs set may be used if the team already has a Mega Venusaur and Grass-type check. However, Tapu Koko doesn't like being locked into a move (RC) and prefers to use its coverage options instead. (you literally have a Choice Band set listed, try to reword this)
* Tapunium Z (RH) may be used in tandem with Nature's Madness. Nature's Madness allows Tapu Koko to reduce the target's HP to half of its HP at the time, and with a Tapunium Z, (RH) it further reduces the target's HP it to 25% of its HP at the time. This could severely cripple the likes of Lanturn, Mega Venusaur, Mew, and Chansey, (AC) which could otherwise counter Tapu Koko. However, Tapu Koko is left effectively item-less itemless for the rest of the battle, and Nature's Madness alone is not worth the loss of a coverage move.
* Brave Bird may be used in tandem with Flynium-Z Flyinium Z on the physical set. This results in a 190 BP (175 I'm pretty sure?) Supersonic Skystrike, and that nukes destroys most Pokemon that don't resist is, most notably being able to OHKO Mega Venusaur.
* Mirror (asterisk) Move may be used in tandem with Flynium-Z Flyinium Z to open up opportunities for a potential sweep (RP) Z-Mirror Move doubles by doubling Tapu Koko's Attack stat (RC) as well as uses the while using the Z-move corresponding to the target's last used move.
* Thunderbolt or Wild Charge may be used in tandem with Electrium Z (RH) to be able to nuke dstroy a large number if bulky Pokemon that would otherwise survive it, most notable being able to OHKO Mega Megagross Metagross and 2HKO Mew with prior damage.
* A utility set with Taunt and Roost is also an option. This is especially useful against more stally teams like Normal and Psychic. It allows Tapu Koko to prevent a bulky Pokemon from trying to use support or recovery moves (RC) and is able to Roost back some of its health on a predicted switch after a Taunt. This allows it to lets it effectively set Electric Terrain more times during a match. Along with Taunt and Roost, the other moveslots are for offensive moves. A special utility set can run Thunderbolt and Dazzling Gleam, while a physical utility set can run Wild Charge and U-turn. The special set is notable for being able to win a 1v1 one-on-one against Lanturn, as Taunt prevents it from using Toxic or Heal Bell (RC) and Roost lets it regain HP from while Lanturn's can only use weak attacks.
* Facade may also be an option to use on the Choice Band set. This allows it Tapu Koko to completely break stall Water-ttpe Water-type teams, (AC) which generally set up Toxic Spikes, as it is then able to hit Lanturn for a large amount of damage once it is poisoned.
* Grass Knot can be run on the special set so as to give it a way of hitting Gastrodon and Seismitoad. However, Xurkitree and Alolan Raichu are common teammates, both which already carry Grass-type (AH) moves, namely Energy Ball and Grass Knot respectively. Running Grass Knot on Tapu Koko as well prevents it from running its more useful coverage moves.

Checks and Counters
===================

Electric
-------
**Ground-types**: Several bulky Ground-types are able to take on most of Tapu Koko's attacks. Mega Garchomp, Gliscor, Hippowdon, (AC) and Excadrill all survive most of Tapu Koko's coverage attacks easily and threaten to KO in return with Earthquake. However, Gliscor has to look out for HP Hidden Power Ice. Gastrodon and bulky Swampert could prove to be problems as well if Tapu Koko is not running Grass Knot. Furthermore, Tapu Koko cannot pivot out with Volt Switch, forcing it to use either the rare U-turn or hard switch out, resulting in the loss of momentum.

**Bulky Grass-types**: (spacing) Although Brave Bird and Hidden Power Ice can help handle Grass-type teams, certain Grass-types, namely Cradily and Ferrothorn, can switch into any of Tapu Koko's attacks without fear of taking too much damage. Mega Venusaur especially is able to wall any set that doesn't run Brave Bird. However, they have to be wary of Taunt, as it can prevent them from using status moves, healing, (AC) or setting up entry hazards moves.

**Dragon-types**: Dragon-type teams are usually kept in check with Dazzling Gleam on the special set. However, they tend to wall Tapu Koko if it is running a physical set. Garchomp in particular is a huge threat, as its Ground typing prevent Tapu Koko from using Volt Switch, and Rough Skin punishes it if it uses Brave Bird or U-turn.

**Alolan Marowak**: Alolan Marowak is able to wall Tapu Koko if it is running a special set. It prevents it from using Volt Switch or Wild Charge thanks to its ability Lightning Rod which makes it immune to Electric-type moves. It resists U-turn, Dazzling Gleam, and Hidden Power Ice (RC) and generally forces Tapu Koko to switch out. This provides it opportunities to set up entry hazards or fire off a really powerful STAB move against anything that tries to switch in.

**Lanturn**: Lanturn is able to body tank any of Tapu Koko's moves with its great special bulk, including Grass Knot. Furthermore, it can regain its health with when switched into an Electric-type move from Tapu Koko with Volt Absorb. It may then support its teammates with Heal Bell or gain momentum with Volt Switch.

**Special Walls**: Several special walls such as Tyranitar, Chansey, Dragalge, and Alolan Muk do not fear special Tapu Koko's attacks on a Special set, and usually force Tapu Koko it to switch out. However, they must be wary of the Choice Band set, which is able to easily break them, as well as Taunt, as it can prevent them from regaining HP or setting up entry hazards.

**Weather Sweepers**: Kingdra and Excadrill are quite troublesome for Tapu Koko. Kingdra in rain and Excadrill in sand both outspeed Tapu Koko, thanks to Swift Swim and Sand Rush, and both are able to OHKO Tapu Koko with Surf and Earthquake respectively.

**Revenge Killers**: Although Tapu Koko is pretty fast, it is still outsped by a lot of prominent Choice Scarf users, such as Terrakion, Excadrill, and Mamoswine, all of which carry Earthquake. Its bulk isn't the best either, and although it resists Breloom's Mach Punch and Bisharp's Sucker Punch, it is still prone to being revenge killed by the likes of Choice Band Azumarill's Aqua Jet and Choice Band Dragonite's Extreme Speed.

**Entry Hazards**: Since Tapu Koko's main role on an Electric team is to set Electric Terrain as often as possible, it is prone to being worn down by entry hazards, as it receives chip damage every time it switches in. Furthermore, both of Tapu Koko's sets lack Roost and suffer from recoil damage from either Life Orb or Brave Bird. This affects it longevity, reducing the number of times it is able to set Terrain for its team.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top