Mienshao

I'm surprised no one has mentioned the great synergy between regeneration and substitute, especially with baton pass. Powerful and fast sweeper that can pass free subs? Yes please.
Kojondo @ salac/leftovers
Jolly
252 att/252 speed/6 def
Regeneration

Hi jump kick/Reversal
Substitute
Swords dance/Baton pass/Stone edge/Taunt
Swords dance/Baton pass/Stone edge/Taunt

Substitute abuse set with a ton of variants. The choice between HJK and reversal can greatly change how the entire set works; HJK has more immediate power and missing isn't much of a problem with renegeration healing you back up to 80% when switching out (assuming you were full to begin) and reversal having a massive potential base power but requiring a fair bit of setup. Substitute is the only definite from this set as it serves several purposes. It can be used to scout, sub down to salac/reversal range, and with regeneration healing more then substitute takes, you can pass what are essentially free subs should you opt to take baton pass. The last 2 slots are a matter of preference, swords dance for more power and more boosts to pass, baton pass for passing free subs, swords dances and salac boosts as well as escaping shadow tag shendera, stone edge for much needed coverage and taunt to stop phasers and such. It's also worth noting that should you baton pass out at 1%, regeneration brings you back up to 34%, and after taking SR damage and subbing you'll be down to 2.75%, which is back in 200 power reversal range. Sandstorm damage will ruin these numbers and fuck up the reversal set as a whole, but if drought ninetales/drizzle politoed are able to shift the metagame away from sand it becomes perfectly viable, or you could just run a sunny day/rain dance user. If you choose HJK over reversal you can use leftovers instead of salac to help with sub passing. Drain punch is also a valid option in this case. One could also choose to use a special or mixed version of this set with aura sphere/focus blast as your stab and calm mind/cheer up instead of swords dance, obviously using timid or naive instead of jolly. Regardless of the variant, all sets should lead with sub and hopefully force a switch which shouldn't be hard with base 120 attack. From there your opponent is forced to guess what type of set you're running; even if they guess correctly you have a trump card in the form of substitute and baton pass which can easily turn any unfavorable matchup around.
 
While agreeing that Scarf could work, I think it has better options as a LO attacker Because it has access to Fake Out and Taunt. This makes a nice stallbreaker because you can come in and Fake Out for some nice LO damage, Taunt to stop set up or Stall and then U-turn out while Regeneration heals up your wounds. I see a set like this working:
620p.png

Kojondo @ Life Orb
Jolly Nature
Regenerate
252 Atk/252 Spe/4 HP

~ Fake Out
~ U-turn
~ Taunt/Rock Slide
~ Drain Punch/High Jump Kick

I don't know though, the metagame is evolving quickly and this could work out nice
 
Don't put that last point into HP. It makes Kojondo take one more point of damage from Stealth Rock, Sandstorm, etc. while it doesn't give it an extra point of Regeneration recovery.

I've been using a set of Fake Out/Low Kick/Stone Edge/U-turn since PO let everyone on to 5th Gen and I've found that it does work well as an anti-lead as well as picking off Toxic'd Pokemon and adding up residual damage. However, I'm not sure how well Taunt will work since I've found that most people simply attack Kojondo due to its frailty. The only times they choose to use Recover are after Kojondo has already come in a few times and they know I'm going to use U-turn again.
 
The basic Sub-Pass set works really effectively, given Kojondo's ability to scare out many of the base 100's with a powerful Stone Edge or Hi Jump Kick. Glass cannons such as Banded Hihidaruma really appreciate the free switch in a Substitute gives them and if it remains intact they can cause a lot of damage to just about anything.

Kojondo @ Life Orb
~Hi Jump Kick
~Stone Edge / Rock Slide
~Substitute
~Baton Pass
Jolly
Regeneration
252 Atk / 4 Def / 252 Spe

Other pokemon with notable synergy with Konjondo (maximising the chances of leaving the Sub intact after the pass) and who can defeat / set up on its counters are: Gyarados who sets up on bulky grounds and waters such as Gliscor; Tyrantitar who sets up on the obvious ghost switch ins such as Burunkeru or Shandeera; and Metagross who resists just about everything the other two don't and can use Agility from behind a Sub to scare offensive teams.

Also can someone run some calcs for Trickery vs. things like Shandeera, Burunkeru, Gengar, Rotom Forms etc. ?
 
Choice Scarf + Regeneration U-turn is pretty solid.
Can't really say more than this.

This was one of the few pokémon I hand trained and it's more or less like this:

Kojondo @ choice scarf

Moveset:

- High Jump Kick
- Stone Edge
- U-turn
- Drain Punch (couldn't think of a good filler move plus this is hand trained so fake out isn't going to work well + i prefer scarf).

Evs: 255 Atk / 255 speed (31 IV in attack, yay)
Nature: Naughty
Ability: Regeneration

I'll wait for the day i can make a real kojondo but atm this guy worked a treat in random matches, swept a whole team once + the added feeling knowing this one was hand trained.
 
Several people have already mentioned subpass, but I want to reinforce the awesomeness behind it. Regeneration, lefties, and SR resistance means you can basically pass as many subs as you want with your excellent speed out. You scare plenty of things away. Drain punch is an option for even more healing so you can spam substitute more, without the risk of HJK misses. You can get great coverage with two moves, or run taunt (to keep things like skarmory/hippowdon from stopping the pass) or SD, bulk up, cheer up, or calm mind to give you another thing to pass.
 
I've been looking at Reflect for the last slot on a Lead Kojondo. With his speed and regeneration, he could first turn fake out, second turn Reflect, and third turn U-Turn out to regenerate some of the damage he taken on the Reflect round. It seems like a nice compromise between a baton passing set and an offensive lead set.
 
Although everyone thinks this is just the ultimate scout with it's Regeneration U-Turn, one could argue that with the new team preview that having a scout is sort of useless as you can already see the opponents team and have a general idea as to what type of sets his pokemon have just by looking at how the team is and what sets would fit well together. I think this guy would be a waste of a team slot unless he is being used as a sweeper. However; as a sweeper he is outclassed by Lucario, Infernape and such.
 
Although everyone thinks this is just the ultimate scout with it's Regeneration U-Turn, one could argue that with the new team preview that having a scout is sort of useless as you can already see the opponents team and have a general idea as to what type of sets his pokemon have just by looking at how the team is and what sets would fit well together. I think this guy would be a waste of a team slot unless he is being used as a sweeper. However; as a sweeper he is outclassed by Lucario, Infernape and such.

Don't forget that Team Preview is only implemented in Random WiFi matches. FC matches and Local Wireless don't have it, and the Simulators echo this by making Team Preview an optional feature.
 
Although everyone thinks this is just the ultimate scout with it's Regeneration U-Turn, one could argue that with the new team preview that having a scout is sort of useless as you can already see the opponents team and have a general idea as to what type of sets his pokemon have just by looking at how the team is and what sets would fit well together. I think this guy would be a waste of a team slot unless he is being used as a sweeper. However; as a sweeper he is outclassed by Lucario, Infernape and such.

U-Turn isn't just for seeing the opponent's Pokemon, it's also for seeing what your opponent's switch is and damage it, that's why it's such a great move. Kojondo has the ability to use a very high powered Life Orbed U-Turn and come back to the field with full health. Plus, he sits at a very good speed tier and he can HJK the hell out of most Pokemon when needed.
 
I thought up with a fun little set that takes advantage of Kojondo's great mixed attacking capabilities and the new move in Cheer Up.

Mixed Wall-Breaker

Kojondo @ Life Orb - Regeneration or Reckless (if DW comes)
252 SpA / 252 Spe / 4 Att - Naive
~ Cheer Up / Stone Edge / U-Turn
~ Hi Jump Kick
~ Grass Knot
~ Hidden Power [Ice]/[Rock]

A +1 Grass Knot KOs Burungeru after Stealth Rock damage, and HP Ice hits many of the dragons that before gives Kojondo a lot of trouble. Hi Jump Kick is used over Aura Sphere because of it has far more power; even with the SpA investment, Kojondo's Attack is still only 4 points below its SpA before boosts. Hidden Power Ice is mainly to hit fliers, especially Dragon/Flyers that otherwise would wreck your party. Ice hits the aforementioned harder, while Rock gives you better coverage against Ulgamoth and other Fire types.

Stone Edge can be used over Cheer up to play more of a wall-breaker role. If this is the case, you can use a different hidden power to fit any assorted needs. Coverage would suggest running Hidden Power [Ghost]. Remember though that a neutral Hi Jump Kick is always more powerful than a super effective Hidden Power by almost 140%. U-Turn works great to net Kojondo Regeneration healing as well as scouting for the opposing team's initial Kojondo switch to nail.

I thought I'd post this here where it could get some feedback/whatever. I know there have been a couple HP [ice] Kojondo posts here, but really nobody has addressed just how well it really can mix sweep or just in general blow holes in teams.
 
I run a toxic scout set on mine.

Kojondo
Jolly Nature
252 Spe, 252 Atk, 4 Def

Hi Jump Kick
Toxic
Protect
U-Turn

This Kojondo is built to take a hit, toxic, and u-turn out. Protect is there to see what an opponent wants to do, and scout out some moves. If Kojondo does not feel threatened, then Hi Jump Kick away with his great attack stat. This will 2HKO pretty much anything that doesn't resist it.
 
I run a toxic scout set on mine.

Kojondo
Jolly Nature
252 Spe, 252 Atk, 4 Def

Hi Jump Kick
Toxic
Protect
U-Turn

This Kojondo is built to take a hit, toxic, and u-turn out. Protect is there to see what an opponent wants to do, and scout out some moves. If Kojondo does not feel threatened, then Hi Jump Kick away with his great attack stat. This will 2HKO pretty much anything that doesn't resist it.
With 65/60/60 defenses, Kojondo has a hard time pulling this off because after it Toxics something, it could either die or take a significant amount of damage from a decently powered attack.
 
This thing also gets payback. That should get slashed in as an option on pretty much all of the sets to prevent ghost types from trying to switch into HJK. Also, I think we should at least mention Brick break as an option, as it's the strongest STAB move he has that doesn't hurt him if he misses (HJK).
 
But payback required him to go last which is difficult with its great speed and it may make him take a hit which will hurt him badly because of his weak defenses.
 
But payback required him to go last which is difficult with its great speed and it may make him take a hit which will hurt him badly because of his weak defenses.

And I also forget that payback got a nerf this generation. Gamefreak is ruining some of the best moves we had. My mistake, sorry.
 
HP Ghost > HP Dark, unless the IVs are too shaky.

HP Ghost only drops Def and SpDef, so it's fine. However the main difference is that Ghost has the normal immune (but Normals are scared by Hi Jump Kick) and Dark is resisted by Fight, so it is a bit of a toss up as to which you use. Toxicroak is the main thing you miss a SE hit on with Dark/Fight attacks.
 
But Toxicroak is a big deal. It's becoming an amazing ou poke in the rain with its Sub/BU/Drain Punch/Rock Slide set.

Indeed. Nonetheless, since you can feasibly run Aerial Ace for Croak (and you don't have many more viable options), you may be better off avoiding the immunity by using HP Dark. If not using AA, then it's probably better to run HP Ghost, yeah.
 
I've used it on a couple teams now with different functions, and by far my favorite is in the "lead" slot- that is, I can run it in the lead slot to great success. Works as a great taunter and scout. As long as you keep it simple and use it for what it is, it works as incredibly good glue for a team. Love this thing.
 
Back
Top