Hi everybody,
Do u know the infamous strategy which everybody thinks it ruins the game? I am mentioning: Stall. Stall was a excellent strategy which focuses on recovery and damage opp by hazard, status. Stall don't care about what mons wall it, sticky web team, overspeed rain team, or many thing else. But now, stall isn't seen much on ladder since the gone of dugtrio. Why? Because it struggle with its threats such as tapu lele, hoopa-u, mawile-m, ... I wonder if I could use "monster reborn" on it or not. After a day building a Stall team, I found out that Tapu KoKo take the role of Dugtrio well, then I built a team with it. Let's have a glance at my team.
the team
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Protect
- Recover
- Will-O-Wisp
- Knock Off
Why I choose this mon?
Sableye is a mascot of stall team.
Magic bounce allows sableye reflect all statues move make sableye become a perfect mon in dealing with many supportive and defensive mons such as ferrothorn, toxapex, hippowdon,...
Item:
Sablenite is necessary to mega evolve
Ability:
Prankster allows Sab to burn a threat with WoW, play gamble with skill swap user (Prankster doesn't affect on dark mons).
EV/IV:
Maximum HP and Special Defense investment and a Careful nature allows M Sab check protean greninja, prevents it to throw hazard on my team.
This also allows M Sab avoid being 2HKO by heatran trapper.
Move:
Nothing to talk about. This set is standard set which can be found on Smogon Strategy Dex (SSD).
Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell
Why I choose this mon?
Chansey, the other mascot of stall, the infamous spe wall which has monstrous hp.
Can't build a stall team without this mon.
Item:
The most useful item for chansey.
Ability:
Natural Cure, the only ability is useful which allows chansey absorb status.
EV/IV:
SSD standard set.
Move:
Running Heal Bell allows Chansey do cleric role.
Toxic>Stealth rock in order to dealing with volcarona and blacephalon better.
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Recover
- Counter
- Scald
- Earthquake
Why I choose this mon?
I need a unaware wall, a very essential role in stall team.
Item:
Leftovers is necessary for Quag longevity and allows Quag deal with Pinsir, Gya better.
Ability:
Unaware is the reason why I choose this mon.
IV/EV:
A Relaxed nature with maximum HP and Defense investment allows Quagsire wall many high atk mons.
Move:
The only move need talking about is Counter:
Counter help Quag deals with M-Gya and Mawile better.
Counter>Toxic allows Quaq not be shut down by Gya Taunt.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Sludge Bomb
Why I choose this mon?
Taunt hurt stall team very much but it mean nothing to AV Tang.
Regenerator allows Tang switch in many threats that still hurt it to scout the opp 's set type then switch out and recover one-third of its HP, negating a great amount of damage that it might take while in battle.
The most important reason for choosing Tang is Tang can check CM Keldeo-a team's threat.
Item:
AV allows Tang pivot into many taunt mons that threats M-Sab such as Fini, Keldeo then hit them with STAB Giga Drain.
With AV Tang is bulky enough to pivot into many mons to scout their set type.
When meet the other stall team, AV isnt necessary so Tang can pivot into knock out users.
Ability:
As I mentioned above, Regenerator allows Tang play its scouting role well.
EV/IV:
This set allows Tang check many team threat such as Tapu Bulu and Kartana.
Relaxed is chosen to boost Tang def without reducing its damage. With 88 def Tang cant be OHKO by Bulu or Kartana SDance Z-move then KO them with its covering move.
All the rest EV is put into spdef giving Tang a good chance to pivot into spec wallbreak.
Move:
Giga Drain>Leaf Storm because Giga Drain allows Tang to combat Water-mons better with a little recovery. Although leaf storm has higher power, it lower Tang sp atk which force Tang switch out.
Knock Off scouts for z-stone holder, combat stall team better.
HP fire allows Tang OHKO Kartana one of the team's threats.
Sludge Bomb helps Tang combat with the Tapus better especially Bulu the other team's threat. With 30% poison the opp Sludge Bomb is so useful.
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Roost
- Whirlwind
Why I choose this mon?
High def with good type make Skam the best def wall in OU. Skam can handle many steath rock users that threats M sab such as Land-T, Garchomp, especially Excadrill Mold Breaker, the mon ignores M-Sab Magic Bounce and throw , rock, toxic ... While Skam steel type is immune toxic and its defog clean the field.
Accessing to defog, the great move that blows away hazard.
Whirlwind blows many setup mons Quag cant handle.
Item:
Shed Shell ensures Magnezone cant trap it.
If the foe's team isn't composed of Magnezone, Skam can be switch in knock out user without thinking.
Ability:
Sturdy is the only useful ability which allows Skam avoid being OHKO then use whirlwind.
EV/IV:
Standard set on SSD.
Move:
Stealth Rock>Toxic because the team hasn't any rock setter. And rock is a good move to scout.
Whirlwind combo well with SRock, blows setup mons. Counter wasnt chosen because Quag has learn counter, one counter user is enough and Whirlwind isnt passive as counter.
Not this to explain about defog and roost.
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 248 HP / 164 SpD / 96 Spe
Jolly Nature
- Light Screen
- Roost
- Wild Charge
- Hidden Power [Fire]
Why I choose this mon?
Koko is the fastest mon in the tier (dont mention M-Ala). With its speed, Koko can revenge kills many team's threats such as tapu lele, M mawile, hoopa, kartana
Acessing to Light Screen which move helps the team a lot in dealing with Lele.
Has recover move Roost.
Item:
Ele Z is necessary to OHKO Hoopa, Lele, Mawile under electric terrain.
With Ele Z, koko can switch into knock out users. Also reducing its damage.
Ability:
The only ability koko has but is very useful.
First, and the also the most important: canceling the other tapu terrain, it means reducing the boost their terrain gives to them.
Second, necessary to OHKO many threats.
EV/IV:
Jolly with 96 Spe allows koko outspeed mons with 110 base stat. This with let koko revenge kills many nonscarf mons
The rest is put into hp and sp def allows koko handle tapu lele better.
Move:
Light Screen allows koko avoid being 2HKO by Lele moonblast, also let koko handle many mon with medium sp atk
Roost the recovery move for koko longevity, allows it come back later.
Wild Charge and Z stone allows koko accesses Gigavolt Havoc (175 BP) with KO many mons under elec terrain. Wild Charge>Thunderbolt because Hoopa and Lele have low def stat and wild charge ignores lele calm mind. This move also helps koko blow stall team's chansey away.
Hp fire OHKO Kartana although koko jolly nature.
tips for using team
*At the begining, glance ur opp team and pay attention on those mons:
Setup mons: keep ur Quag for dealing with them.
M-Mawile/Lele/Hoopa: keep ur Koko.
Tapu Bulu/Kartana: although Skam can handle with them, u must keep Tang healthy and field clean, this allows Tang deal with them in late game.
Heatran: although M-Sab can handle with Heatran, Z fire set will KO Sab. So Quag is better mon to deal with Heatran. Its Earthquake force Heatran out.
Landorus-T: scouting for its set type (offensive/defensive?). If its is offensive, u can only switch in with Skam because M Sab can't handle with offensive Land-T. If its is defensive, MSab can switch in without thinking.
Kyurem-B: scouting for its set (LO/Z Ice). Remember that Chansey can handle LO set.
Magnezone: if opp team isnt composed of Magnezone, let Skam shed shell be knock out as soon as posible. This will be useful at late game.
Magic Bouce mons: M-Sab cant freely spam WoW, Skam cant use Rock. Only chansey can use toxic (because its ability).
Fini: dont waste ur Wow/Toxic keep Knock off/Sei. Toss.
Guessing Z stone holder.
*In game:
Mega evolve Sab as soon as possible.
Scouting for Z stone holder with knock off.
Baiting Z move. After they use their Z move, the game will be easier.
Spam WoW/Toxic as much as possible.
Play switching game with status mon, it's time for Tang ability brighten.
When they sent out a powerful wallbreaker that u can handle it, let ur mon be KO or send out ur most useless mon at that time then revenge kill with Koko.
*MOST IMPORTANT ADVICE: BE PATIENCE
threats
Hoopa-U: this mon has many sets: z-stone, band, spec, scarf. When this mon is sent out, I send Tang out to scouting its set, base on the damage Tang taken. Althought Tang ability gives back to it 1/3 HP, this isnt fully healing Tang. This is the bad this if the opp team has Kartana/Bulu. Hoopa with Nasty Plot set can sweep the team effectively, when this hoopa set on stage, it ensures KO one member of my team. The weird set Dread Plate Hoopa with Adamant nature is good as breaking my team. Its HyperSpace Fury has a nearly damage as the Jolly band set, when I switch Koko in to deal with it, Hoopa may KO koko with Gunk Shot.
Gyarados-M: mold breaker ignore Quag unaware. Although taunt cant shut Quag down, Gyarados do a lot of damage on Quag and when counter is revealed Gya is harder to deal with.
SD Z-stone Kartana/Bulu: Although Skam and Tang handle them and koko can revenge kill kartana, if mistake is made I will lose the game. Sash Kartana
CM Z-psy Lele: koko can only check lele when heathy. If koko fails in KO Lele at the first time, it not able to check Lele second time.
DD Zygarde: Quag and Tang can check this mon but Zyg may throw toxic at them.
Z-trapper Heatran: M-Sab cant handle this mon and Quag isnt a true check for this mon.
CM Z-Water Keldeo: Tang can handle Keldeo, but it will take a huge damage. This won't allow Tang check bulu/kartana on later.
Jirachi: This mon so annoying. With its ability and iron head, my mon flinch from time to time.
Substitute Toxapex: M Sab Magic Bounce allows it bounce toxapex toxic/toxic spike back, but cant break toxapex sub with knock out.
Btw where do u get pokemon icon? (thing like this
) Can u share the link with me?
Do u know the infamous strategy which everybody thinks it ruins the game? I am mentioning: Stall. Stall was a excellent strategy which focuses on recovery and damage opp by hazard, status. Stall don't care about what mons wall it, sticky web team, overspeed rain team, or many thing else. But now, stall isn't seen much on ladder since the gone of dugtrio. Why? Because it struggle with its threats such as tapu lele, hoopa-u, mawile-m, ... I wonder if I could use "monster reborn" on it or not. After a day building a Stall team, I found out that Tapu KoKo take the role of Dugtrio well, then I built a team with it. Let's have a glance at my team.
the team

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Protect
- Recover
- Will-O-Wisp
- Knock Off
Why I choose this mon?
Sableye is a mascot of stall team.
Magic bounce allows sableye reflect all statues move make sableye become a perfect mon in dealing with many supportive and defensive mons such as ferrothorn, toxapex, hippowdon,...
Item:
Sablenite is necessary to mega evolve
Ability:
Prankster allows Sab to burn a threat with WoW, play gamble with skill swap user (Prankster doesn't affect on dark mons).
EV/IV:
Maximum HP and Special Defense investment and a Careful nature allows M Sab check protean greninja, prevents it to throw hazard on my team.
This also allows M Sab avoid being 2HKO by heatran trapper.
252 SpA Life Orb Greninja Hydro Pump vs. 248 HP / 252+ SpD Sableye-Mega: 133-156 (43.8 - 51.4%) -- 5.9% chance to 2HKO
252 SpA Protean Greninja Ice Beam vs. 248 HP / 252+ SpD Sableye-Mega: 82-97 (27 - 32%) -- guaranteed 4HKO
252 SpA Greninja Hydro Vortex (185 BP) vs. 248 HP / 252+ SpD Sableye-Mega: 169-199 (55.7 - 65.6%) -- guaranteed 2HKO
252 SpA Heatran Magma Storm vs. 248 HP / 252+ SpD Sableye-Mega: 108-127 (35.6 - 41.9%) -- guaranteed 3HKO after trapping damage
252 SpA Heatran Inferno Overdrive (180 BP) vs. 248 HP / 252+ SpD Sableye-Mega: 193-228 (63.6 - 75.2%) -- guaranteed 2HKO => aware about this set
252 SpA Protean Greninja Ice Beam vs. 248 HP / 252+ SpD Sableye-Mega: 82-97 (27 - 32%) -- guaranteed 4HKO
252 SpA Greninja Hydro Vortex (185 BP) vs. 248 HP / 252+ SpD Sableye-Mega: 169-199 (55.7 - 65.6%) -- guaranteed 2HKO
252 SpA Heatran Magma Storm vs. 248 HP / 252+ SpD Sableye-Mega: 108-127 (35.6 - 41.9%) -- guaranteed 3HKO after trapping damage
252 SpA Heatran Inferno Overdrive (180 BP) vs. 248 HP / 252+ SpD Sableye-Mega: 193-228 (63.6 - 75.2%) -- guaranteed 2HKO => aware about this set
Move:
Nothing to talk about. This set is standard set which can be found on Smogon Strategy Dex (SSD).

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Heal Bell
Why I choose this mon?
Chansey, the other mascot of stall, the infamous spe wall which has monstrous hp.
Can't build a stall team without this mon.
Item:
The most useful item for chansey.
Ability:
Natural Cure, the only ability is useful which allows chansey absorb status.
EV/IV:
SSD standard set.
Move:
Running Heal Bell allows Chansey do cleric role.
Toxic>Stealth rock in order to dealing with volcarona and blacephalon better.
+2 252 SpA Volcarona Fire Blast vs. 244 HP / 12 SpD Eviolite Chansey: 234-276 (33.3 - 39.3%) -- guaranteed 3HKO
+2 252 SpA Volcarona Inferno Overdrive (185 BP) vs. 244 HP / 12 SpD Eviolite Chansey: 393-463 (55.9 - 65.9%) -- guaranteed 2HKO
+2 252 SpA Volcarona Inferno Overdrive (185 BP) vs. 244 HP / 12 SpD Eviolite Chansey: 393-463 (55.9 - 65.9%) -- guaranteed 2HKO
39.3%+65,9%>100%=>KO
=> with toxic chansey doesnt need to confuse between using seismic toss and soft-boiled, just toxic then soft-boiled
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Recover
- Counter
- Scald
- Earthquake
Why I choose this mon?
I need a unaware wall, a very essential role in stall team.
There are 3 excellent unaware mons: quag, clefable, pyukumuku.
Clefable is good but it can't learn counter, can't handle with Bisharp and its def stat is the worst of them.
Pyukumuku can handle Sword Dance Crawdaunt better than Quaq but Pyu doesnt learn any attack move and Crawdaunt is UU.
Quaqsire can be switch into Koko to scout that koko is offensive pivot or z-wild charge (which damage chansey a lot).
Quaqsire also handle Magearna Double Dance BoltBeam while Pyu cant.
Clefable is good but it can't learn counter, can't handle with Bisharp and its def stat is the worst of them.
Pyukumuku can handle Sword Dance Crawdaunt better than Quaq but Pyu doesnt learn any attack move and Crawdaunt is UU.
Quaqsire can be switch into Koko to scout that koko is offensive pivot or z-wild charge (which damage chansey a lot).
Quaqsire also handle Magearna Double Dance BoltBeam while Pyu cant.
Pyu
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Pyukumuku: 81-96 (25.7 - 30.5%) -- 3% chance to 4HKO after Leftovers recovery
252 SpA Magearna Thunderbolt vs. 252 HP / 40 SpD Pyukumuku: 152-180 (48.4 - 57.3%) -- 44.9% chance to 2HKO after Leftovers recovery
Quaq
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Quagsire: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Magearna Ice Beam vs. 252 HP / 4 SpD Quagsire: 139-164 (35.2 - 41.6%) -- 81.4% chance to 3HKO after Leftovers recovery
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Pyukumuku: 81-96 (25.7 - 30.5%) -- 3% chance to 4HKO after Leftovers recovery
252 SpA Magearna Thunderbolt vs. 252 HP / 40 SpD Pyukumuku: 152-180 (48.4 - 57.3%) -- 44.9% chance to 2HKO after Leftovers recovery
Quaq
252 Atk Life Orb Adaptability Crawdaunt Crabhammer vs. 252 HP / 252+ Def Quagsire: 216-255 (54.8 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Magearna Ice Beam vs. 252 HP / 4 SpD Quagsire: 139-164 (35.2 - 41.6%) -- 81.4% chance to 3HKO after Leftovers recovery
Item:
Leftovers is necessary for Quag longevity and allows Quag deal with Pinsir, Gya better.
252 Atk Aerilate Pinsir-Mega Return vs. 252 HP / 252+ Def Quagsire: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery
252 Atk Aerilate Pinsir-Mega Return vs. 252 HP / 252+ Def Quagsire: 183-216 (46.4 - 54.8%) -- 62.1% chance to 2HKO
+1 252 Atk Mold Breaker Gyarados-Mega Waterfall vs. 252 HP / 252+ Def Quagsire: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery
+1 252 Atk Mold Breaker Gyarados-Mega Waterfall vs. 252 HP / 252+ Def Quagsire: 178-211 (45.1 - 53.5%) -- 39.5% chance to 2HKO
=> Do not lost Quag leftovers
252 Atk Aerilate Pinsir-Mega Return vs. 252 HP / 252+ Def Quagsire: 183-216 (46.4 - 54.8%) -- 62.1% chance to 2HKO
+1 252 Atk Mold Breaker Gyarados-Mega Waterfall vs. 252 HP / 252+ Def Quagsire: 178-211 (45.1 - 53.5%) -- 2% chance to 2HKO after Leftovers recovery
+1 252 Atk Mold Breaker Gyarados-Mega Waterfall vs. 252 HP / 252+ Def Quagsire: 178-211 (45.1 - 53.5%) -- 39.5% chance to 2HKO
=> Do not lost Quag leftovers
Ability:
Unaware is the reason why I choose this mon.
IV/EV:
A Relaxed nature with maximum HP and Defense investment allows Quagsire wall many high atk mons.
Move:
The only move need talking about is Counter:
Counter help Quag deals with M-Gya and Mawile better.
Counter>Toxic allows Quaq not be shut down by Gya Taunt.

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Sludge Bomb
Why I choose this mon?
Taunt hurt stall team very much but it mean nothing to AV Tang.
Regenerator allows Tang switch in many threats that still hurt it to scout the opp 's set type then switch out and recover one-third of its HP, negating a great amount of damage that it might take while in battle.
The most important reason for choosing Tang is Tang can check CM Keldeo-a team's threat.
Item:
AV allows Tang pivot into many taunt mons that threats M-Sab such as Fini, Keldeo then hit them with STAB Giga Drain.
With AV Tang is bulky enough to pivot into many mons to scout their set type.
When meet the other stall team, AV isnt necessary so Tang can pivot into knock out users.
Ability:
As I mentioned above, Regenerator allows Tang play its scouting role well.
EV/IV:
This set allows Tang check many team threat such as Tapu Bulu and Kartana.
Relaxed is chosen to boost Tang def without reducing its damage. With 88 def Tang cant be OHKO by Bulu or Kartana SDance Z-move then KO them with its covering move.
All the rest EV is put into spdef giving Tang a good chance to pivot into spec wallbreak.
+2 252 Atk Kartana All-Out Pummeling (175 BP) vs. 248 HP / 88+ Def Tangrowth: 341-402 (84.6 - 99.7%) -- guaranteed 2HKO
0 SpA Tangrowth Hidden Power Fire vs. 4 HP / 0 SpD Kartana: 452-532 (173.8 - 204.6%) -- guaranteed OHKO
+2 252+ Atk Tapu Bulu All-Out Pummeling (190 BP) vs. 248 HP / 88+ Def Tangrowth: 317-374 (78.6 - 92.8%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 88+ Def Tangrowth: 300-354 (74.4 - 87.8%) -- guaranteed 2HKO after Grassy Terrain recovery
0 SpA Tangrowth Sludge Bomb vs. 0 HP / 0 SpD Tapu Bulu: 292-348 (103.9 - 123.8%) -- guaranteed OHKO
=> When your opp sent out Bulu/Kartana immediately switch into Tang then click Sludge Bomb/HP fire. Although they dont SDance, just hit Tang and switch out, Regenertor will heal all Tang damage.
0 SpA Tangrowth Hidden Power Fire vs. 4 HP / 0 SpD Kartana: 452-532 (173.8 - 204.6%) -- guaranteed OHKO
+2 252+ Atk Tapu Bulu All-Out Pummeling (190 BP) vs. 248 HP / 88+ Def Tangrowth: 317-374 (78.6 - 92.8%) -- guaranteed 2HKO after Grassy Terrain recovery
+2 252+ Atk Tapu Bulu Continental Crush (180 BP) vs. 248 HP / 88+ Def Tangrowth: 300-354 (74.4 - 87.8%) -- guaranteed 2HKO after Grassy Terrain recovery
0 SpA Tangrowth Sludge Bomb vs. 0 HP / 0 SpD Tapu Bulu: 292-348 (103.9 - 123.8%) -- guaranteed OHKO
=> When your opp sent out Bulu/Kartana immediately switch into Tang then click Sludge Bomb/HP fire. Although they dont SDance, just hit Tang and switch out, Regenertor will heal all Tang damage.
Move:
Giga Drain>Leaf Storm because Giga Drain allows Tang to combat Water-mons better with a little recovery. Although leaf storm has higher power, it lower Tang sp atk which force Tang switch out.
Knock Off scouts for z-stone holder, combat stall team better.
HP fire allows Tang OHKO Kartana one of the team's threats.
Sludge Bomb helps Tang combat with the Tapus better especially Bulu the other team's threat. With 30% poison the opp Sludge Bomb is so useful.

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Roost
- Whirlwind
Why I choose this mon?
High def with good type make Skam the best def wall in OU. Skam can handle many steath rock users that threats M sab such as Land-T, Garchomp, especially Excadrill Mold Breaker, the mon ignores M-Sab Magic Bounce and throw , rock, toxic ... While Skam steel type is immune toxic and its defog clean the field.
Accessing to defog, the great move that blows away hazard.
Whirlwind blows many setup mons Quag cant handle.
Item:
Shed Shell ensures Magnezone cant trap it.
If the foe's team isn't composed of Magnezone, Skam can be switch in knock out user without thinking.
Ability:
Sturdy is the only useful ability which allows Skam avoid being OHKO then use whirlwind.
EV/IV:
Standard set on SSD.
Move:
Stealth Rock>Toxic because the team hasn't any rock setter. And rock is a good move to scout.
Whirlwind combo well with SRock, blows setup mons. Counter wasnt chosen because Quag has learn counter, one counter user is enough and Whirlwind isnt passive as counter.
Not this to explain about defog and roost.

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 248 HP / 164 SpD / 96 Spe
Jolly Nature
- Light Screen
- Roost
- Wild Charge
- Hidden Power [Fire]
Why I choose this mon?
Koko is the fastest mon in the tier (dont mention M-Ala). With its speed, Koko can revenge kills many team's threats such as tapu lele, M mawile, hoopa, kartana
Acessing to Light Screen which move helps the team a lot in dealing with Lele.
Has recover move Roost.
Item:
Ele Z is necessary to OHKO Hoopa, Lele, Mawile under electric terrain.
With Ele Z, koko can switch into knock out users. Also reducing its damage.
Ability:
The only ability koko has but is very useful.
First, and the also the most important: canceling the other tapu terrain, it means reducing the boost their terrain gives to them.
Second, necessary to OHKO many threats.
EV/IV:
Jolly with 96 Spe allows koko outspeed mons with 110 base stat. This with let koko revenge kills many nonscarf mons
The rest is put into hp and sp def allows koko handle tapu lele better.
Move:
Light Screen allows koko avoid being 2HKO by Lele moonblast, also let koko handle many mon with medium sp atk
Roost the recovery move for koko longevity, allows it come back later.
Wild Charge and Z stone allows koko accesses Gigavolt Havoc (175 BP) with KO many mons under elec terrain. Wild Charge>Thunderbolt because Hoopa and Lele have low def stat and wild charge ignores lele calm mind. This move also helps koko blow stall team's chansey away.
Hp fire OHKO Kartana although koko jolly nature.
0 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 0 HP / 0 Def Tapu Lele in Electric Terrain: 405-477 (144.1 - 169.7%) -- guaranteed OHKO
0 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 40 HP / 0 Def Mawile-Mega in Electric Terrain: 262-310 (104.3 - 123.5%) -- guaranteed OHKO
0 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 0 HP / 4 Def Hoopa-Unbound in Electric Terrain: 478-564 (158.8 - 187.3%) -- guaranteed OHKO
0 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 40 HP / 0 Def Mawile-Mega in Electric Terrain: 262-310 (104.3 - 123.5%) -- guaranteed OHKO
0 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 0 HP / 4 Def Hoopa-Unbound in Electric Terrain: 478-564 (158.8 - 187.3%) -- guaranteed OHKO
When your opp sent Lele out, switch into Koko. Then the terrain will change to electric terrain, the move that hit Koko hardest now is moonblast.
252 SpA Tapu Lele Moonblast vs. 248 HP / 164 SpD Tapu Koko: 162-192 (47.2 - 55.9%) -- 79.3% chance to 2HKO
Now use Light Screen. Koko will be faster than Lele, it will setup Light Screen before Lele hits it.
252 SpA Tapu Lele Moonblast vs. 248 HP / 164 SpD Tapu Koko through Light Screen: 81-96 (23.6 - 27.9%) -- 86.4% chance to 4HKO
252 SpA Tapu Lele Shattered Psyche (160 BP) vs. 248 HP / 164 SpD Tapu Koko through Light Screen: 135-160 (39.3 - 46.6%) -- guaranteed 3HKO
If Lele continually use moonblast=>a Metronome Lele=>Play switch game (Skam, Chan, Tang, MSab)
If Lele use CM=> KO it with powerful Gigavolt Havoc
Scarf lele: if use the team in the right way, this mon isnt a problem, although it KO koko in the second turn.
Spec lele: base on its damage on koko u will realized its set. Keep chansey always heathy and switch many time between MSab and Chansey.
Why I dont use Gigavolt Havoc when switch in?
Just make sure Lele is lured by this Koko and dont make Gigavolt Havoc became useless on ground-mon
252 SpA Tapu Lele Moonblast vs. 248 HP / 164 SpD Tapu Koko: 162-192 (47.2 - 55.9%) -- 79.3% chance to 2HKO
Now use Light Screen. Koko will be faster than Lele, it will setup Light Screen before Lele hits it.
252 SpA Tapu Lele Moonblast vs. 248 HP / 164 SpD Tapu Koko through Light Screen: 81-96 (23.6 - 27.9%) -- 86.4% chance to 4HKO
252 SpA Tapu Lele Shattered Psyche (160 BP) vs. 248 HP / 164 SpD Tapu Koko through Light Screen: 135-160 (39.3 - 46.6%) -- guaranteed 3HKO
55.9%+27.9%<100%
55.9%+ 46.6%=102,5% (this just happen when u in ur bad luck)
Now use Roost, Lele cant KO Koko now.55.9%+ 46.6%=102,5% (this just happen when u in ur bad luck)
If Lele continually use moonblast=>a Metronome Lele=>Play switch game (Skam, Chan, Tang, MSab)
If Lele use CM=> KO it with powerful Gigavolt Havoc
Scarf lele: if use the team in the right way, this mon isnt a problem, although it KO koko in the second turn.
Spec lele: base on its damage on koko u will realized its set. Keep chansey always heathy and switch many time between MSab and Chansey.
Why I dont use Gigavolt Havoc when switch in?
Just make sure Lele is lured by this Koko and dont make Gigavolt Havoc became useless on ground-mon
tips for using team
*At the begining, glance ur opp team and pay attention on those mons:
Setup mons: keep ur Quag for dealing with them.
M-Mawile/Lele/Hoopa: keep ur Koko.
Tapu Bulu/Kartana: although Skam can handle with them, u must keep Tang healthy and field clean, this allows Tang deal with them in late game.
Heatran: although M-Sab can handle with Heatran, Z fire set will KO Sab. So Quag is better mon to deal with Heatran. Its Earthquake force Heatran out.
Landorus-T: scouting for its set type (offensive/defensive?). If its is offensive, u can only switch in with Skam because M Sab can't handle with offensive Land-T. If its is defensive, MSab can switch in without thinking.
Kyurem-B: scouting for its set (LO/Z Ice). Remember that Chansey can handle LO set.
Magnezone: if opp team isnt composed of Magnezone, let Skam shed shell be knock out as soon as posible. This will be useful at late game.
Magic Bouce mons: M-Sab cant freely spam WoW, Skam cant use Rock. Only chansey can use toxic (because its ability).
Fini: dont waste ur Wow/Toxic keep Knock off/Sei. Toss.
Guessing Z stone holder.
*In game:
Mega evolve Sab as soon as possible.
Scouting for Z stone holder with knock off.
Baiting Z move. After they use their Z move, the game will be easier.
Spam WoW/Toxic as much as possible.
Play switching game with status mon, it's time for Tang ability brighten.
When they sent out a powerful wallbreaker that u can handle it, let ur mon be KO or send out ur most useless mon at that time then revenge kill with Koko.
*MOST IMPORTANT ADVICE: BE PATIENCE
threats
Hoopa-U: this mon has many sets: z-stone, band, spec, scarf. When this mon is sent out, I send Tang out to scouting its set, base on the damage Tang taken. Althought Tang ability gives back to it 1/3 HP, this isnt fully healing Tang. This is the bad this if the opp team has Kartana/Bulu. Hoopa with Nasty Plot set can sweep the team effectively, when this hoopa set on stage, it ensures KO one member of my team. The weird set Dread Plate Hoopa with Adamant nature is good as breaking my team. Its HyperSpace Fury has a nearly damage as the Jolly band set, when I switch Koko in to deal with it, Hoopa may KO koko with Gunk Shot.
Gyarados-M: mold breaker ignore Quag unaware. Although taunt cant shut Quag down, Gyarados do a lot of damage on Quag and when counter is revealed Gya is harder to deal with.
SD Z-stone Kartana/Bulu: Although Skam and Tang handle them and koko can revenge kill kartana, if mistake is made I will lose the game. Sash Kartana
CM Z-psy Lele: koko can only check lele when heathy. If koko fails in KO Lele at the first time, it not able to check Lele second time.
DD Zygarde: Quag and Tang can check this mon but Zyg may throw toxic at them.
Z-trapper Heatran: M-Sab cant handle this mon and Quag isnt a true check for this mon.
CM Z-Water Keldeo: Tang can handle Keldeo, but it will take a huge damage. This won't allow Tang check bulu/kartana on later.
Jirachi: This mon so annoying. With its ability and iron head, my mon flinch from time to time.
Substitute Toxapex: M Sab Magic Bounce allows it bounce toxapex toxic/toxic spike back, but cant break toxapex sub with knock out.
Btw where do u get pokemon icon? (thing like this
