Mega Greninja
Type:
Pre-Mega Stats: 72 / 95 / 67 / 103 / 71 / 122
Mega Stats: 72 / 125 / 77 / 133 / 81 / 142
Ability: Protean
Stab Moves:
- Dark Pulse
- Hydro Pump
- Liquidation
- Surf
Coverage Moves:
- Extrasensory
- Grass Knot
- Gunk Shot
- Ice Beam
- Low Kick
- Sludge Wave
Pivoting:
- Flip Turn
- U-turn
Priority Moves:
- Shadow Sneak
- Water Shuriken
Utility:
- Spikes
- Toxic Spikes
- Taunt
Setup:
- Swords Dance
Pros:
+ Great offenses on the physical and special side with good offensive typing, allowing it to use mix sets or full physical/special sets to be a potent mon
+ Good coverage as protean allows greninja to have stab so water types wanting to resist its water stab being hit hard with stab grass knot and fairy/dark types being hit hard with stab gunk shot/low kick allowing for suprise KO's
+ Great speed tier allowing it to outspeed almost all of the metagame
Cons:
- Middling bulk makes it quite frail and unable to tank more than one hit
- Protean only activates once per switchin, if mega greninja uses a different move than isnt stab, it will no longer have stab on its water/dark attacks which can make it easier to wall or pivot around
Answers:
Checks:
Bulky Grass Types:
These all can withstand mega greninjas water stab and can tank dark pulse decently but they can succumb to its coverage such as ice beam, gunk shot and extrasensory for the case of mega venusaur
Bulky Waters:
Same case with the bulky grass types, azumarill takes massive damage from gunk shot and grass knot with vaporeon having to use wish for recovery making it exploitable while rotom, primarina and hisuian samurott having no reliable recovery. Toxapex is a solid check but gets chunked by extrasensory.
Bulky Dragons:
Can take greninjas hits solidly but can take massive damage from ice beam and for goodra-hisui's case low kick
Revenge Killers:
Revenge killers that can outspeed mega greninja such as scarf meow are solid at forcing greninja out
Offensive Pivot:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn/Flip Turn
- Dark Pulse
- Hydro Pump/Water Shuriken/Surf
- Ice Beam
This set would fit balance teams that need a solid breaker as well as some super strong speed control with base speed outspeeding dragapult and strong water shuriken stab for priority revenge killing, strong stab u-turn/flip turn forces switches and gives you momentum which coupled with hazards can easily wear down opposing checks where they can't switch in later in the game. Coupled alongside protean boosted ice beams to hit dragon and grass types and this can become a strong and scary revenge killer late game.
Physical Protean Utility:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Low Kick/U-turn
- Gunk Shot
- Hydro Pump
- Ice Beam/Spikes
A physical set that can take advantage of fairy's such as clefable and azumarill with gunk shot as well as bulky dark types like kingambit, ice beam for the oko on x4 weak grounds like garchomp. Spikes allow it to set hazards and become a ground type making it immune to electric stab which coupled with the potential u-turn allow it to wittle down its checks by itself. This can fit well on offensive teams that like its offensive presence while also having the ability to set up hazards.
Special Protean Utility:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Spikes/Toxic Spikes
- Extrasensory/Grass Knot
This can apply some unexpected damage with extrasensory to hit bulky mons such as mega venusaur with spikes or toxic spikes to punish non-poison type teams and rack up passive damage. Grass knot allows it to deal massive damage to bulky waters with ice beam to hit the dragons. Protean can be used defensively against slower pokemon such as having the ground type for electric moves or the poison typing for fairy moves, allowing it to chip down its checks for its own teammates.
Swords Dance:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Liquidation
- Gunk Shot/Shadow Sneak
- Low Kick
A set that can catch opposing teams offguard with it being a physical sweeper instead of a special breaker. With it having the potential stab shadow sneak to pick off low hp mons whilst having strong stab liquidations and protean boosted low kicks, this can be a potential scary sweeper under the right circumstances.
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn/Flip Turn
- Dark Pulse
- Hydro Pump/Water Shuriken/Surf
- Ice Beam
This set would fit balance teams that need a solid breaker as well as some super strong speed control with base speed outspeeding dragapult and strong water shuriken stab for priority revenge killing, strong stab u-turn/flip turn forces switches and gives you momentum which coupled with hazards can easily wear down opposing checks where they can't switch in later in the game. Coupled alongside protean boosted ice beams to hit dragon and grass types and this can become a strong and scary revenge killer late game.
Physical Protean Utility:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Low Kick/U-turn
- Gunk Shot
- Hydro Pump
- Ice Beam/Spikes
A physical set that can take advantage of fairy's such as clefable and azumarill with gunk shot as well as bulky dark types like kingambit, ice beam for the oko on x4 weak grounds like garchomp. Spikes allow it to set hazards and become a ground type making it immune to electric stab which coupled with the potential u-turn allow it to wittle down its checks by itself. This can fit well on offensive teams that like its offensive presence while also having the ability to set up hazards.
Special Protean Utility:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Spikes/Toxic Spikes
- Extrasensory/Grass Knot
This can apply some unexpected damage with extrasensory to hit bulky mons such as mega venusaur with spikes or toxic spikes to punish non-poison type teams and rack up passive damage. Grass knot allows it to deal massive damage to bulky waters with ice beam to hit the dragons. Protean can be used defensively against slower pokemon such as having the ground type for electric moves or the poison typing for fairy moves, allowing it to chip down its checks for its own teammates.
Swords Dance:
Greninja @ Greninjite
Ability: Battle Bond
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Liquidation
- Gunk Shot/Shadow Sneak
- Low Kick
A set that can catch opposing teams offguard with it being a physical sweeper instead of a special breaker. With it having the potential stab shadow sneak to pick off low hp mons whilst having strong stab liquidations and protean boosted low kicks, this can be a potential scary sweeper under the right circumstances.
Teammates:
-Strong pivots such as chilly reception from
-Hazard support from the likes of
-Breakers and sweepers that allow greninja to clean late game and share similar checks such as
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