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Greninja

Completed! Well written and with few grammar mistakes! :)
The school blocks the app I use for the changes, so hopefully someone can help me out with that. :/ I'll edit this when I get home.
http://dl.dropboxusercontent.com/u/72762463/diffnew.html
Overview
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While Greninja's instant popularity in contrast to its viability is certainly a hot topic of debate, it can be argued that unlike other Pokemon, it has actually earned its celebrity status. Greninja is a powerful threat to watch out for in OU because it has a number of defining qualities, including its incredibly high Speed stat, fantastic offensive ability in Protean, and plethora of coverage moves to utilize said ability with. The only things holding Greninja back from unquestionable stardom are its otherwise average offensive stats, frailty, and vulnerability to common priority attacks. Because of these drawbacks, Greninja can be KOed relatively easily by opposing tanks and a large number of priority users, so it is forced to run fully special sets to reap as much coverage and power as possible. Fortunately, these factors don't stop Greninja from being a truly dangerous monster to prepare for, as it can significantly weaken or even swiftly clean teams with just a little team support.


All-Out Attacker
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name: All-Out Attacker
move 1: Hydro Pump
move 2: Ice Beam
move 3: Dark Pulse / Extrasensory
move 4: U-turn / Hidden Power Grass / Hidden Power Fire
ability: Protean
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Naive / Timid

Moves
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With any combination of the given moves, Greninja attains great power and coverage to batter the opposition with. Hydro Pump is the most powerful special attack that Greninja can opt to run outside of Hyper Beam, benefits from great coverage, and should be used against bulkier targets in general. Ice Beam is essential for this set, as it provides coverage against Grass- and Dragon-types, and also operates as Greninja's main "STAB" move if Hydro Pump's inaccuracy is too risky.

The rest of the set comes down to preference. Greninja must unfortunately risk losing coverage against some of its counters if it chooses specific moves. Dark Pulse hits Psychic- and Ghost-types super effectively, including important bulky targets such as Jirachi, Metagross, Aegislash, and Jellicent. However, the former three have some difficulty taking Hydro Pump. Extrasensory allows Greninja to heavily damage some of its most important counters, including Keldeo, Tentacruel, Conkeldurr, and Mega Venusaur. U-turn is a great option for reliable scouting early-game, and somewhat compensates for any possible coverage issues. It also hits some threats, such as Celebi and Latias, harder than all Greninja's other moves. Hidden Power Grass can be run to hit opposing Water-, Ground-, and Rock-types hard, but is mainly used to hit popular bulky targets such as Rotom-W and Gastrodon. Hidden Power Fire can be used to reliably hit a smaller, but equally important list of targets, especially Ferrothorn, specially defensive Scizor, and Forretress.

Grass Knot can be used instead of Hidden Power Grass, but differs somewhat in its targets. The move is reserved for Jellicent and Tyranitar, and can be used if Greninja needs to compensate for lost coverage against Jellicent if it lacks Dark Pulse.

Set Details
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Maximum Speed and Special Attack investment with either a Timid or Naive nature gives Greninja maximum power and a huge advantage over many fast unboosted threats, including Alakazam, Tornadus-T, Starmie, and Latios, as well as Choice Scarf Tyranitar. These threats are so important that Modest and Rash natures should not even be considered. A Naive nature is chosen to avoid gimping the power of U-turn, and is preferred over a Hasty nature in order for Greninja to take some resisted priority moves better. However, if Greninja does not run U-turn, it should use a Timid nature. Life Orb is also a requirement, as Greninja needs all the power it can get. Unlike other Pokemon, Greninja is not bothered by Life Orb recoil to the point that it needs to consider alternative items such as Expert Belt.

Usage Tips
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This set can be used at any time in the game; it's your call as to whether Greninja is an early- to mid-game threat or a late-game cleaner. Due to its frailty, Greninja should typically be sent in via a slow U-turn or Volt Switch, or after a teammate has fainted.

As a word of caution, do not overestimate Greninja's capabilities. Even with Protean boosting its attacks, Greninja cannot OHKO many bulky opponents, such as Keldeo, Latias, and Togekiss at full heath, giving many of them opportunities to retaliate. Greninja should not switch into such Pokemon, or if it is up against them, it should retreat (with U-turn if possible) and allow another Pokemon to either handle the threat or weaken it so it can be KOed later on. Additionally, do not attempt to wall Pokemon or tank resisted hits with the help of Protean, as Greninja is very frail and additional damage along with Life Orb recoil will quickly bring it down. However, changing types to make Greninja resistant or neutral to otherwise fatal attacks is perfectly acceptable in desperate situations.

Team Options
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Greninja applies tons of offensive pressure against most teams, and thus appreciates entry hazards to rack up additional damage and punish switches. Reliable hazards setters include Deoxys-S, Smeargle, and, especially for VoltTurn teams, Landorus-T. U-turn Greninja is a great fit on VoltTurn teams for the reasons provided above, so it pairs well with Pokemon such as Thundurus, Landorus-T, and Scizor, as they cover each others' checks and counters. As Greninja will occasionally be required to sweep when the situation calls for it, it might need additional insurance against special walls such as Blissey, Sylveon, and Rotom-W. Scizor can typically handle the former two, while Goodra, Latias, and Assault Vest Conkeldurr can typically absorb Will-O-Wisp from Rotom-W and hit back hard.

Spikes
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name: Spikes
move 1: Spikes
move 2: Hydro Pump
move 3: Ice Beam
move 4: U-turn / Extrasensory
ability: Protean
item: Life Orb
evs: 4 Atk / 252 SpA / 252 Spe
nature: Naive / Timid

Moves
========

Due to the amount of switches and free turns Greninja generates, it has many opportunities to use Spikes to support its teammates and inflict more damage. Hydro Pump provides great power and coverage, and Ice Beam serves as a good alternative main move to Hydro Pump. Ice Beam typically KOes common users of Defog, including Latios, Latias, and Mandibuzz, that might switch in to remove the entry hazards on the field. U-turn is somewhat complementary with Greninja's chosen entry hazard, as it allows Greninja to escape Rapid Spin users on top of other usual counters. Extrasensory is an alternative option to reliably hit Keldeo, Mega Venusaur, and most importantly, Tentacruel. Hidden Power Ghost can also be used to turn Greninja into a spinblocker; however, it is significantly inferior to other attacks in terms of its overall power, coverage, and usability. Toxic Spikes is also worth considering to wear down defensive targets such as Chansey and Jellicent; however, keep in mind that Toxic Spikes are generally easier to remove and do not affect Pokemon with the ability Levitate.

Set Details
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Greninja needs to be as fast as possible to lay down Spikes, and as powerful as it can be to score KOs on opponents when needed. Therefore, the usual combination of maximum Speed and Special Attack with Life Orb will suffice for this set. As far as other options are concerned, Focus Sash almost guarantees that Greninja will be able to set up at least one layer of hazards or survive an attack and KO back.

Usage Tips
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Although this set employs Spikes, only lay them down when you believe it is necessary. It is not recommended to miss important potential KO opportunities against Pokemon that give your teammates trouble just to lay a single layer of Spikes. Instead, attempt to lay hazards down early-game when Greninja can force a multitude of switches, and use Spikes against predicted switches or against walls that can't hurt it too much. One of Greninja's best opportunities to lay down hazards is the face of slower Pokemon that rely on Electric-type moves. Spikes will turn Greninja into a Ground-type thanks to Protean, and will make it immune to Volt Switch and other Electric-type moves, essentially giving it another free turn to use Spikes or attack. Keep in mind that multiple layers of Spikes or Toxic Spikes are not necessary, as Greninja might not find multiple opportunities to set multiple layers of entry hazards.

When attacking, the premise is the same as with the all-out attacker set; simply attack and watch the opponent's Pokemon take huge amounts of damage or switch out, racking up even more damage from entry hazards.

Team Options
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Spikes Greninja is best suited for offensive teams where dedicated leads or hazard layers such as Deoxys-S (which offers different coverage) are unwanted. Greninja differentiates itself from these archetypes due to its outstanding offensive presence. Furthermore, by forcing switches, it provides itself with setup opportunities. Spikes Greninja should be paired with offensive Pokemon that benefit from grounded checks and counters being worn down. Swords Dance Lucario is a great example, as it needs just one layer of Spikes to guarantee the OHKO on physically defensive Hippowdon and other walls. Pokemon that can apply offensive pressure, force switches, and thus rack up more damage, such as Substitute Kyurem-B and bulky Rotom-W, can be used alongside both types of Spikes.

Although Greninja typically isn't bothered by the presence of Rapid Spin and Defog users, running a spinblocker is a good idea to counteract the former if your Pokemon are truly reliant on Spikes or Toxic Spikes. Gengar can take on common Rapid Spin users outside of Starmie, which Greninja outspeeds and can threaten with U-turn. Defog is a little harder to prevent, but attempts can either be blocked with Taunt or punished with the oft-unprepared-for Defiant Bisharp. If using Bisharp, consider pairing both Greninja and Bisharp with Air Balloon Aegislash to limit the amount of hazards opposing Deoxys-S can set up and prevent Excadrill from spamming Earthquake against all three Pokemon.


Other Options
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A physical set is inferior due to Greninja's limited list of physical moves, most of which are weak and lack coverage (they are mostly Water-, Dark-, and Normal-type moves). A mixed set is also inferior, as Greninja will have to split EVs between Attack, Special Attack, and Speed just to boost its physical moves. Water Shuriken might seem cool on paper for revenge killing Talonflame, but it is of limited use since it takes up a moveslot and does physical damage.


Checks & Counters
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**Residual Damage**: Greninja is frail and relies on Life Orb to make up for its average attacking stats. When coupled with damage from status conditions and entry hazard damage, Life Orb recoil can add up quickly and severely shorten Greninja's lifespan.

**Specially Defensive Pokemon**: Pokemon with high special bulk and/or Assault Vest can sponge most of Greninja's special attacks and wear it down or outright KO it. Blissey, Chansey, Clefable, Cresselia, Goodra, Ferrothorn, and Tentacruel are common examples of such Pokemon, although the first three are the only ones that can reliably switch into Greninja without the fear of getting worn down by a super effective hit.

**Bulky Attackers**: There are Pokemon that resist most of Greninja's most commonly used moves, possibly survive attacks reserved specifically for them, and hit back hard. Keldeo and Mega Venusaur resist all of Greninja's most commonly used moves bar Extrasensory and can hit back with their STAB attacks. Assault Vest Conkeldurr can shrug off most of Greninja's attacks and either heal itself with Drain Punch or attack with Mach Punch. However, like Keldeo and Mega Venusaur, it must watch out for Extrasensory. Furthermore, Kyurem, Kyurem-B, Azumarill, and Mega Gyarados are all naturally bulky and can tank most of Greninja's usual attacks.

**Faster Attackers**: Greninja is very vulnerable to revenge killing, though its Water typing means that it resists Bullet Punch and Ice Shard when it switches in. The most reliable way to revenge kill it besides using Choice Scarf Pokemon or naturally faster Pokemon such as Deoxys-S and Jolteon is with powerful priority users. Assuming Greninja does not change into a type that resists a particular priority attack, Talonflame, Scizor, Entei, Dragonite, Absol, Bisharp, and Conkeldurr are able to deal hefty damage or OHKO it with their respective priority moves. Thundurus can be included in this grouping as well, as it can paralyze Greninja with Prankster Thunder Wave and leave it crippled for the rest of the match.

GP 2/2
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AccidentalGreed, the GP is complete, but I'll need to get home before I can show the changes I made.

Derp: I uhhh can't show the changes because the old analysis was replaced with the new. Well if you're comfortable with the c/p I provided, then this analysis is complete.
 
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Sorry for bringing this up in an analysis that's already written, but after bringing up concerns I had about the first set on IRC and receiving quite a bit of support in what I said, I really wanted to point these concerns out.

At first I was convinced that Extrasensory is definitely superior to Dark Pulse just because having Extrasensory allows you to beat Keldeo and Venusaur, two top threats that otherwise handle you without breaking a sweat, while Hydro Pump still does a sizable amount to Aegislash. Then I realized that Dark Pulse also does an enormous amount to Deoxys-D so I'm giving it more of a passing thought now (Jellicent is not really a target as it's very uncommon and really not that difficult to handle). Not sure how much better that makes Dark Pulse since you'll just get Red Carded/Thunder Waved anyway, but the extra damage looks really useful. I'd like more opinions on this, but I still think Extrasensory is the superior option to Dark Pulse and hence deserves the first slash.

Now for the real thing that bothers me on this analysis, the fourth slash. While Hidden Power [Grass] and Hidden Power [Fire] are both great moves, I have to wonder why U-turn is even a slash, let alone the first option. While the analysis itself talks about "early game scouting", I honestly can't see what there is to "scout" with team preview existing. Looking at their six Pokemon, you will instantly figure out whether they have a Pokemon that can actually handle Greninja or not and, if they don't, even a resisted STAB Hydro Pump is still going to do more damage to that Rotom-W than U-turn ever will. Even if they do, it's quite easy to figure out what their "best" switchin is and act accordingly. A Hydro Pump or even a switch-out are probably both preferable over a U-turn that will have a hard time outdamaging the health gained back through Leftovers against typical Greninja switchins such as Clefable. The only real "use" of U-turn is against hard stall matchups with Chansey where you can get some helpful chip damage with U-turn early game. Even then, a smart stall player will eventually stop switching Chansey into U-turn and you'll just waste 10% doing pretty much no damage at all.

On the other hand, not having that important Hidden Power [Grass] or Hidden Power [Fire] or even both Extrasensory and Dark Pulse against offensive teams where you actually need the coverage to 2HKO their whole team is crippling. A Greninja that can only 2HKO 4 out of 6 Pokemon on their team is obviously a lot less dangerous than a Greninja that can 2HKO 5 or even all 6 of their Pokemon. Since Greninja's inherent best matchup is against Offense thanks to its great speedtier and extremely powerful diverse coverage, I think that the ability to completely and utterly destroy offensive teams is much more important than the ability to "scout" and deal chip damage in the process. U-turn on Greninja is bad for the same reason that it's bad on Landorus-I: you're wasting immense firepower that less bulky teams have a very hard time dealing with without actually sacrificing Pokemon in the process and, if you U-turn on something you could have killed (which is often the case), you just wasted a valuable turn and are forced to switch out. It's arguably even worse on Greninja because, while Landorus could somewhat justify it by virtue of not needing great coverage while also hitting one of its main switch-ins for solid damage, Greninja really wants all the coverage it can get since it can abuse even low power moves such as Hidden Power exceptionally well with Protean. And even with U-turn, it's not like you have an easy win against Stall teams or something, so I think it's safe to say that Greninja would appreciate the added coverage way more than U-turn's so called "utility".

Oh and one final nitpick about U-turn:
It also hits some threats, such as Celebi and Latias, harder than all Greninja's other moves.
0 Atk Life Orb Protean Greninja U-turn vs. 4 HP / 0 Def Latias: 205-244 (67.8 - 80.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Protean Greninja Ice Beam vs. 4 HP / 0 SpD Latias: 260-307 (86 - 101.6%) -- 12.5% chance to OHKO

For those reasons, I'd re-order the slashes like this (after thinking about it more, I honestly find it hard to justify Greninja without Extrasensory considering how big Keldeo is on offensive and Mega Venusaur on more balanced/stally teams so I put it as the solitary 3rd slash; you can obviously mix Dark Pulse + HP Grass/Fire too depending on your team but Extrasensory is by far the best 3rd move I believe)

name: All-Out Attacker
move 1: Hydro Pump
move 2: Ice Beam
move 3: Extrasensory
move 4: Dark Pulse / Hidden Power Grass / Hidden Power Fire
ability: Protean
item: Life Orb
evs: 252 SpA / 4 SDef / 252 Spe
nature: Timid

more input on this is appreciated too but when I asked around on IRC most people seemed to at least somewhat support this change.
 
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Meh. I hated using U-turn anyways.

Fixed, and changed some prose accordingly. Also switched Extrasensory with U-turn on the Spikes set due to its importance.
 
The main issue I have about NOT running U-turn on Greninja is that it is helpful not just for scouting, but for momentum - knowing that the opponent is switching into something that you can't do s*** to is pretty important for such a frail pokemon, and even if you do run hidden power or dark pulse there are a number of threats that you can't hit as it is. Also, outside of pokemon which get STAB from it with a high attack stat and (back when it was legal) Genesect, what pokemon use U-Turn for its damage output anyway? The ability to get the momentum and switch into a counter to Greninja's switch-in is just brilliant. If you want to base it around damage, I will use the Celebi example that CrashinBoomBang quoted in his post. the former 2 are for offensive Celebi and the latter 2 are for defensive Celebi
  • 0 Atk Life Orb Protean Greninja U-turn vs. 0 HP / 0 Def Celebi: 380-452 (111.4 - 132.5%) -- guaranteed OHKO
  • 252 SpA Life Orb Protean Greninja Ice Beam vs. 0 HP / 4 SpD Celebi: 328-385 (96.1 - 112.9%) -- 75% chance to OHKO
  • 0 Atk Life Orb Protean Greninja U-turn vs. 252 HP / 0 Def Celebi: 380-452 (94 - 111.8%) -- 68.8% chance to OHKO
  • 252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Celebi: 237-281 (58.6 - 69.5%) -- guaranteed 2HKO after Leftovers recovery
Also, I know that Greninja isn't a big fan of being locked into 1 move, but Choice Scarf is suprisingly useful on this guy, and should at least get an OO mention.
 
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