UU Life Orb Battle Bond Greninja [QC 2/2] [GP 0/1]

[SET]
name: Battle Bond
move 1: Surf
move 2: Dark Pulse
move 3: Ice Beam / Sludge Wave
move 4: Protect / Water Shuriken
item: Life Orb
ability: Battle Bond
evs: 252 SpA / 4 SpD / 252 Spe
tera type: Water / Stellar

Battle Bond turns Greninja into one of UU’s deadliest sweepers and revenge killers, as simply getting just one KO alone grants Greninja significant boosts in Special Attack and Speed to become a very difficult-to-wall sweeper that also avoids revenge killing attempts barring priority. Hydro Pump is an option over Surf for greater power, but Surf’s accuracy is much more desirable due to Greninja’s frailty and Hydro Pump's potential to be punished via a miss. Ice Beam allows Greninja to take down Hydrapple, Tornadus-T, and Zapdos. Sludge Wave is a more specific option that helps versus Azumarill, and it hits Quaquaval for neutral damage. Extrasensory is an option for the third moveslot to nail checks like Okidogi, Quaquaval, and Toxapex. Protect allows Greninja to block First Impression from Lokix and scout attacks from Choice item users such as Latios and Okidogi. It also can scout reactive Terastallizations from foes like Skeledirge and Tornadus-T. Water Shuriken allows Greninja to pick off faster targets like Sand Rush Excadrill and Choice Scarf Mienshao as well as beating out priority moves from Scizor and Mamoswine and KOing them when they are at low health. Life Orb is key in granting Greninja the power needed to break past foes such as Rotom-W, Slowking, and Assault Vest Tornadus-T despite reducing Greninja's limited longevity. Tera Water removes Greninja’s weakness to Fighting-type moves and gives it a permanently stronger Surf. Tera Stellar gives all of Greninja's moves extra power to take down Assault Vest Tornadus-T, Tera Steel Hydrapple, and Rotom-W late-game, and it gives Greninja a good shot at taking down Sand Rush Excadrill with Water Shuriken.

Greninja best fits on offensive teams and is best supported by teammates that can weaken its checks and counters so that it can have an easier time cleaning up. Latios acts as a secondary wallbreaker, which can force critical damage on foes such as Skeledirge and Toxapex as well as overwhelmed shared checks like Azumarill and Assault Vest Tornadus-T. Mamoswine and Ogerpon-C similarly can punch holes into the opposing team by taking down the likes of Skeledirge and Mandibuzz, and they can wear down checks like Hydrapple for Greninja to clean late-game. Knock Off support from Tinkaton, Tornadus-T, and Ogerpon can cripple checks such as Slowking, Rotom-W, and Assault Vest Tornadus-T to bring them into KO range of Greninja's attacks. Strong Electric-types such as Zapdos and Thundurus-T are essential in punching holes through Water-types such as Keldeo and Azumarill that give Greninja trouble. The former also checks Lokix and can hinder revenge killers like Ogerpon and Okidogi with Static. Entry hazard support is key in putting foes such as Tinkaton, Rotom-W, and Toxapex into KO range, making hazard setters like Sandy Shocks, your own Tinkaton, and Cobalion valuable teammates. Sandy Shocks pressures Tornadus-T and Zapdos, while Tinkaton and Cobalion can punish revenge killers like Ogerpon, Choice Scarf Hoopa-U, and Lokix if Greninja lacks Protect. Cobalion also can bring Greninja in with Volt Switch against Hydrapple and Zapdos to wallbreak while crippling Tornadus-T with Thunder Wave. Excadrill can remove hazards to avoid worsening the damage Greninja takes from Life Orb, and it offensively handles Rotom-W, Toxapex, and Empoleon while also swapping into Tinkaton.

[CREDITS]
Written by:
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Quality Checked by:
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https://www.smogon.com/forums/members/monky25.515132/

Grammar checked by
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Last edited:
[SET]
name: Battle Bond
move 1: Surf / Hydro Pump
move 2: Dark Pulse
move 3: Ice Beam / Sludge Wave / Protect
move 4: Water Shuriken / Grass Knot
item: Life Orb / Mystic Water
ability: Battle Bond
evs: 252 SpA / 4 SpD / 252 Spe
tera type: Stellar / Water

[SET COMMENTS]
I'd start off with a line about Battle Bond and how it can make Gren either a great wincon or early wallbreaker once the conditions are met.
It has an pretty good dual stab combination with surf and dark pulse which allows greninja to always output damage when needed, dark pulse is also able to flinch down would be options into range like toxapex, rotom-wash, tera zapdos, and more.
Hydro Pump is a riskier option compared to Surf that allows it to be much more dangerous when the move hits and can pick off pokemon from way higher health. Move the Hydro mention to the end of the move mentions Ice beam allows greninja to take down hydrapple, tornadus-therian, kommo-o, and zapdos with less effort and achieve battle bond or continue cleaning the game up. Sludge Wave is a more specific option that helps vs azumarill, tera fairy slowking, and keldeo for neutral damage. Mention a line on Protect here. Water Shuriken allows it to pick off faster targets like choice scarf latios, iron boulder, or allow it to hit before other priority users usually sucker punch lokix, bullet punch scizor, aqua jet azumarill, and mamoswine ice shard. Water Shuriken is doing nothing to Latios regardless of Tera or activating BB. Remove Boulder as it is now banned. If you want to specify faster stuff then Sand Rush Drill works or just specify pre Battle Bond. I'd remove the Lokix Sucker mention just because, while true, the Pokemon is just clicking FI and dropping Gren if it lacks Protect. Grass Knot allows it to have a super effective move vs the water types in the tier such as keldeo, azumarill, quaquaval Gastrodon, and allows itself to better take on a mirror matchup. Maximum speed investment allows greninja to get as many hits in as quickly as possible and Tera Stellar is used to give a 1.2x power boost to its moves to give them extra power in an end game scenario Can you find some calcs that are relevant. while tera water allows its water moves to hit much harder against neutral targets. The main upside over Stellar is having a permanent boost to your Water STABs over the single use of Stellar. Mention it should be the primary Tera to use if dropping coverage for Protect.

Mention Orb vs Mystic Water



Greninja best fits on offensive teams and is best supported by teammates that can allow it to take advantage of the holes put into the checks and counters so it can have an easier time cleaning the game. Calm Mind Latios can chip down other special checks like Thunder Wave Tinkaton, Slowking, and AV Azumarill, and it can take on electric and fighting types like keldeo, rotom-wash, defensive zapdos, and kommo-o. Hazard support like Tinkaton, Hisuian Arcanine, and Excadrill allow greninja to apply more pressure to a team and allow free turns generated by hazard damage from pokemon wanting to recover that damage off like a slowking or skeledirge using their recovery moves. These are weird mentions because they both run Boots, so don't care about hazards, and you have not brought up Knock Off support at any point prior to this. Hisuian Arcanine can apply a lot of pressure for Greninja as it can take advantage of the special walls that are not invested much into physical bulk. This line is currently redundant without relevant examples so either nuke or add some in. Thunder Wave support from slowking, rotom-wash, and tinkaton can allow greninja much easier time against defensive walls that will waste turns getting fully paralyzed and be much easier to take down. This isn't necessary for Greninja

  1. Bring up Pelipper and Barra. Peli gives a boost to its Water moves while Gren and Barra help wear down common Water resists for each other.
  2. Assault Vest Tornadus-T and Toxapex are problems for this set so they should have been brought up in this section.
  3. Checks that can wear down or cripple Lokix need to be mentioned. Pickpocket Tink, Helmet Kommo-o, Zapdos, etc.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/hydreigonthechild.492518/

Quality Checked by:

Grammar checked by
remove add comment

All Pokemon names need to be capitalized so please fix this. I'll need to give this another look at before stamping as 1/2. Either tag on Discord or post in here when ready.
 
[SET]
name: Battle Bond
move 1: Surf
move 2: Dark Pulse
move 3: Ice Beam / Sludge Wave
move 4: Water Shuriken / Protect swap protect and shuriken
item: Life Orb
ability: Battle Bond
evs: 252 SpA / 4 SpD / 252 Spe
tera type: Stellar / Water

Battle Bond turns Greninja into one of UU’s deadliest sweepers and revenge killers, as simply getting just one kill alone grants Greninja significant boosts in Special Attack and Speed to become a very difficult to wall sweeper that also avoids revenge killing attempts barring priority. Hydro Pump is an option over Surf for greater power but Surf’s accuracy is much more desirable due to Greninja’s frailty and the ability to be punished via a miss. is a very great ability for Greninja as this makes it harder to revenge kill and makes it a great cleaner late game as it is very hard to threaten it once it gets it activated. Ice Beam allows Greninja to take down Hydrapple, Tornadus-T, Kommo-o, and Zapdos. Sludge Wave is a more specific option that helps vs Azumarill, and Keldeo for neutral damage. Water Shuriken allows it to pick off faster targets like Sand Rush Excadrill and or other priority users like Choice Scarf Mienshao and Sand Rush Excadrill as well as beat out priority from Scizor and Mamoswine when low. , Scizor, Bisharp, and Mamoswine. Grass Knot allows it to have a super effective move vs the water types in the tier such as Keldeo, Azumarill, Gastrodon, and allows itself to better take on a mirror matchup. Protect allows Greninja to block First Impression from Lokix as well as scout attacks from Choice users such as Latios and Okidogi. It also can block reactive Tera usage from foes like Skeledirge and Tornadus-T. and can provide a scout to see what a choiced pokemon may want to go for. Life Orb is key in granting Greninja the power needed to break past foes such as Rotom-W, Slowking, and Assault Vest Tornadus-T, but Greninja suffers from limited longevity as such. Tera Stellar is used to give a 1.2x power boost to its moves to give them extra power in an end game scenario like taking down Assault Vest Tornadus-T, Tera Hydrapple, Rotom-W, and gives Greninja a good shot at taking down Sand Rush Excadrill with Water Shuriken, while Tera Water removes Greninja’s weakness to Fighting-type moves and gives it a permanently stronger Surf. gives you permenant stronger surfs and is the tera you should use if you drop Ice Beam or Sludge Wave for Protect.

Greninja best fits on offensive teams and is best supported by teammates that can allow it to take advantage of the holes put into the checks and counters so it can have an easier time cleaning the game. Calm Mind Latios acts as a secondary wallbreaker which can force critical damage on foes such as Skeledirge and Toxapex as well as overwhelmed shared checks like Azumarill and Assault Vest Tornadus-T. Ursaluna and Ogerpon-C similarly can punch holes in the enemy team by taking down the likes of Skeledirge and Mandibuzz and can wear down checks like Hydrapple for Grenjnja to clean late-game. can chip down other special checks like Thunder Wave Tinkaton, Slowking, and Azumarill, and it can take on electric and fighting types like Keldeo, Rotom-Wash, defensive Zapdos, and Kommo-o. Knock Off users like off support from Tinkaton, Tornadus-T, Ogerpon can cripple checks such as Slowking, Rotom-W, and Assault Vest Tornadus-T and bring them in KO range. is helpful for checks like Tornadus-T, Slowking, Rotom-W, Toxapex to be weakened into range for its attacks late game by removing their Heavy-Duty Boots or Leftovers. Strong Electric-types such as Zapdos and Thundurus-T are essential in punching holes against Water-types such as Keldeo and Azumarill that give Greninja trouble. The former also checks Lokix and can hinder revenge killers like Ogerpon and Okidogi with Static. Entry hazard support is key in putting foes such as Tinkaton, Rotom-W, and Toxapex into KO range, making hazard setters like Sandy Shocks, Tinkaton, and Cobalion valuable teammates. Sandy Shocks pressures Tornadus-T and Zapdos while Tinkaton and Cobalion can punish revenge killers like Ogerpon, Choice Scarf Hoopa-U, and Lokix if lacking Protect. Cobalion also can bring Greninja in with Volt Switch against Hydrapple and Zapdos to wallbreak while crippling Tornadus-T with Thunder Wave.
Assault Vest Tornadus-T and Toxapex are great checks to Greninja and it appreciates pokemon who can help cripple them or weaken them for when it wants to come in, Zapdos is a great partner as on offensive teams it can threaten Tornadus with both static and with its electric moves, Dragon Dance Tera Electric Kommo-o is another great partner who can take advantage of them with its tera and use taunt to shut down Toxapex and use it as setup fother, Sandy Shocks is a partner who can both take advantage of Tornadus-T by forcing it out and laying hazards in the process, and Toxapex by using it to set up its spikes and to overtime wear it down. Ways to deal with Lokix is appreciated as first impression is a big threat to Greninja if it lacks protect, something that will help it overcome this is Pickpocket Tinkaton which can steal its boots and help it be worn down by hazards, Rocky Helmet Cobalion is a great check as it 4x resists First Impression and gets a justified boost from Knock Off, and defensive Zapdos who can threaten it with static. (I reworded all of these sections to be cleaner above, just implement whatever I wrote)
Add how excadrill can remove entry hazards to keep Greninja healthy when coming in and counters tinkaton and breaks past toxapex and rotom-w, I’d say “Excadrill can remove entry hazards to keep Life Orb recoil from wearing down Greninja and offensively handles Rotom-W, Toxapex, and Empoleon while also swapping into Tinkaton.”
add remove comment please implement all of this and I will give this look again when the meta has settled post shifts
 
GP Team done

add remove highlight comment

[SET]
name: Battle Bond
move 1: Surf
move 2: Dark Pulse
move 3: Ice Beam / Sludge Wave
move 4: Protect / Water Shuriken
item: Life Orb
ability: Battle Bond
evs: 252 SpA / 4 SpD / 252 Spe
tera type: Stellar / Water

Battle Bond turns Greninja into one of UU’s deadliest sweepers and revenge killers, as simply getting just one kill KO alone grants Greninja significant boosts in Special Attack and Speed to become a very difficult-to-wall (AH) sweeper that also avoids revenge killing attempts barring priority. Hydro Pump is an option over Surf for greater power, (AC) but Surf’s accuracy is much more desirable due to Greninja’s frailty and the ability Hydro Pump's potential to be punished via a miss. Ice Beam allows Greninja to take down Hydrapple, Tornadus-T, and Zapdos. Sludge Wave is a more specific option that helps versus Azumarill, and it hits Quaquaval for neutral damage. (Moved the Extrasensory sentence to here, since it's considered a niche option.) Extrasensory gives is an option for the third moveslot (elaboration) to nail checks like Okidogi, Quaquaval, and Toxapex. Protect allows Greninja to block First Impression from Lokix as well as and scout attacks from Choice item users such as Latios and Okidogi. It also can block (do you mean "scout"? Protect doesn't stop Tera from activating) reactive Terastallizations usage from foes like Skeledirge and Tornadus-T. (Rearranged sentences regarding Protect and Water Shuriken to follow order of move choices.) Water Shuriken allows it Greninja to pick off faster targets like Sand Rush Excadrill and Choice Scarf Mienshao as well as beating out priority moves from Scizor and Mamoswine and KOing them when they are at low health. Life Orb is key in granting Greninja the power needed to break past foes such as Rotom-W, Slowking, and Assault Vest Tornadus-T, but despite reducing Greninja's suffers from limited longevity as such. (reworded for clarity) Tera Stellar is used to give a 1.2x power boost to its moves to (removed due to redundancy) gives them all of Greninja's moves extra power in an end game scenario like taking to take down Assault Vest Tornadus-T, Tera (which type?) Hydrapple, and Rotom-W late-game, and it gives Greninja a good shot at taking down Sand Rush Excadrill with Water Shuriken. (Reordered sentences on Tera types for similar reasoning with the fourth moveslot's choices.) Tera Water removes Greninja’s weakness to Fighting-type moves and gives it a permanently stronger Surf. (RC, AP)

Greninja best fits on offensive teams and is best supported by teammates that can allow it to take advantage of the holes put into the weaken its (I'm assuming that the holes are made by Greninja's teammates, in which case it's better to abbreviate this portion) checks and counters so that it can have an easier time cleaning the game up. Latios acts as a secondary wallbreaker, (AC) which can force critical damage on foes such as Skeledirge and Toxapex as well as overwhelmed shared checks like Azumarill and Assault Vest Tornadus-T. Mamoswine and Ogerpon-C similarly can punch holes into the enemy opposing team by taking down the likes of Skeledirge and Mandibuzz, (AC) and they can wear down checks like Hydrapple for Grenjnja Greninja to clean late-game. Knock Off support from Tinkaton, Tornadus-T, and Ogerpon can cripple checks such as Slowking, Rotom-W, and Assault Vest Tornadus-T and to bring them into KO range of Greninja's attacks. Strong Electric-types such as Zapdos and Thundurus-T are essential in punching holes against through Water-types such as Keldeo and Azumarill that give Greninja trouble. The former also checks Lokix and can hinder revenge killers like Ogerpon and Okidogi with Static. Entry hazard support is key in putting foes such as Tinkaton, Rotom-W, and Toxapex into KO range, making hazard setters like Sandy Shocks, your own Tinkaton, and Cobalion valuable teammates. Sandy Shocks pressures Tornadus-T and Zapdos, (AC) while Tinkaton and Cobalion can punish revenge killers like Ogerpon, Choice Scarf Hoopa-U, and Lokix if Greninja lacking lacks Protect. Cobalion also can bring Greninja in with Volt Switch against Hydrapple and Zapdos to wallbreak while crippling Tornadus-T with Thunder Wave. Excadrill can remove entry hazards to avoid worsening the damage Greninja takes keep from Life Orb recoil from wearing down Greninja, (AC) and it offensively handles Rotom-W, Toxapex, and Empoleon while also swapping into Tinkaton.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/hydreigonthechild.492518/

Quality Checked by:
https://www.smogon.com/forums/members/twilight.344575/
https://www.smogon.com/forums/members/monky25.515132/

Grammar checked by

GP Check 1/1

a-blue-banana-gif.645975
 
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