Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4SpD / 252 Sod
Timid Nature
IVs: 0 Atk
-Thunderbolt
-Volt Switch
-Dazzling Gleam
-Hidden Power [Ice]
Tapu koko is to take out all the water types that used to be giving me trouble and so has volt switch if it doesn't look like he can ohko thunderbolt is a second electric type move if I think I can. The other two moves are for coverage. I originally put an electric type into the team to deal with water types as that used to be a huge threat. I originally had jolteon but was told to change it to tapu koko and it's worked so much better and not just against water types, it has also helped deal with any ground types with hp ice.
Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Play Rough
- Ice Punch
- Knock Off
Mawile is a build I used in an old team with good coverage and high damage (obviously) I would try to switch her in against a physical attacker so she can lower their attack. I have knock off as usually pokemon will have items so it has an initial power higher than crunch and removes the item. Ice punch was added to deal with flying/grass/ground pokes.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psychic
- Hidden Power [Ice]
- Shadow Ball
- Gunk Shot
I've got hoopa as he's and old favourite from alpha sapphire and this is the moveset and item he had then. I have him mainly for coverage but as he's got a lot of power, he can take out some problems and with one move change from the direct msg help, he can now sweep decent amounts of teams by himself. Even when he can't, he still deals with some issues.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Protect
- Earthquake
- Roost
- Stealth Rock
Gliscor is a stall build that I found on a forum as I had no idea what actually is good for him. With an improvement that was send directly he is now still for stalling but has stealth rock to both break sashes on flying pokemon and pretty much disable volcarona.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze
Toxapex was my favourite from sun and moon, so I had to include her but I changed baleful bunker and venoshock to scald and haze. I also changed the ability from merciless to regenerator because it's overall better and helps if it takes a bad move and wouldn't be able to use recover. The way I use it is I setup toxic spikes then use scald, recover and haze depending on the situation.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Surf
- Hidden Power [Fire]
- Ice Beam
- Gunk Shot
My greninja is a build that I used in pokemon insurgence and I loved using it so I used it here. It's got dark pulse changed for hp fire as steel is a problem for me and fairy and grass when dual typed so gunk shot or ice beam can't take them out can be taken down much more easily.
Ability: Electric Surge
EVs: 252 SpA / 4SpD / 252 Sod
Timid Nature
IVs: 0 Atk
-Thunderbolt
-Volt Switch
-Dazzling Gleam
-Hidden Power [Ice]
Tapu koko is to take out all the water types that used to be giving me trouble and so has volt switch if it doesn't look like he can ohko thunderbolt is a second electric type move if I think I can. The other two moves are for coverage. I originally put an electric type into the team to deal with water types as that used to be a huge threat. I originally had jolteon but was told to change it to tapu koko and it's worked so much better and not just against water types, it has also helped deal with any ground types with hp ice.
Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Play Rough
- Ice Punch
- Knock Off
Mawile is a build I used in an old team with good coverage and high damage (obviously) I would try to switch her in against a physical attacker so she can lower their attack. I have knock off as usually pokemon will have items so it has an initial power higher than crunch and removes the item. Ice punch was added to deal with flying/grass/ground pokes.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psychic
- Hidden Power [Ice]
- Shadow Ball
- Gunk Shot
I've got hoopa as he's and old favourite from alpha sapphire and this is the moveset and item he had then. I have him mainly for coverage but as he's got a lot of power, he can take out some problems and with one move change from the direct msg help, he can now sweep decent amounts of teams by himself. Even when he can't, he still deals with some issues.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 184 Def / 72 Spe
Impish Nature
- Protect
- Earthquake
- Roost
- Stealth Rock
Gliscor is a stall build that I found on a forum as I had no idea what actually is good for him. With an improvement that was send directly he is now still for stalling but has stealth rock to both break sashes on flying pokemon and pretty much disable volcarona.
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Recover
- Haze
Toxapex was my favourite from sun and moon, so I had to include her but I changed baleful bunker and venoshock to scald and haze. I also changed the ability from merciless to regenerator because it's overall better and helps if it takes a bad move and wouldn't be able to use recover. The way I use it is I setup toxic spikes then use scald, recover and haze depending on the situation.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Surf
- Hidden Power [Fire]
- Ice Beam
- Gunk Shot
My greninja is a build that I used in pokemon insurgence and I loved using it so I used it here. It's got dark pulse changed for hp fire as steel is a problem for me and fairy and grass when dual typed so gunk shot or ice beam can't take them out can be taken down much more easily.
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