#620 Kojondo
(Fighting)
65/125/60/95/60/105
Inner Focus: This Pokemon will not flinch.
Regeneration: This Pokemon regains 1/3rd of it's HP when switching out.
Reckless: Power/recoil of recoil moves is boosted.
Offensively:
SE: Rock, Ice, Steel, Normal
Resisted by: Flying, Psychic, Bug, Ghost (Immune)
Offensively, fighting has been a great type historically. With pokemon like Lucario, Machamp and until recently, Heracross, boasting their high attack stats. But Kojondo is something else. It's the second fastest fighting type to date (1st is tied between Infernape and the new legends) and it boasts a set of mix stats that differentiates itself from either. With more attack than Infernape, Kobaruon, Birijion and Kerudio, and more Special Attack than Kobaruon, Birijion and Terakion. It has access to moves like Calm Mind too, which are typically not seen on fighting types. But something I want to draw attention to is it's ability, regeneration, which may seem like a defensive ability. But in actuality it allows Kojondo to switch in as a revenge killer without any fear of Stealth Rocks/Spikes! It also gives him a fierce, and fearless way out with a strong U-Turn (though not as strong as Scizor's) that essentially functions as a recovery move!
Defensively:
Weak x2: Psychic, Flying
Resists x2: Bug, Rock, Dark
Defensively Kojondo is crap and I'm not even going to bother. Come on. I think 65/60/60 makes him the worst fully evolved fighting type defensively.
Discuss.
And here's another take on Kojondo by Ryanide! (Thanks)
#620 Kojondo
(Fighting)
60/125/60/95/60/105
Inner Focus: This pokemon can't flinch
Regeneration: switching out restores 1/3 of this pokemon's full HP
Reckless: attacks that have recoil property will do more damage
Right, when I saw this thing's stats, I was immediately reminded of Lucario to some extent. A fragile mixed attacker with speed that's nothing to sneeze at, yet not ideal for it's role either. Still, Kojondo seems like it has the potential to be a very interesting pokemon ( and one of the more aesthetically pleasing pokemon this gen to top it off.) it's stats also seem to share a likeliness to Zoroark too.
Before discussing pros and cons, let's take a look at it's stats.
65/125/60/95/60/105
It's instantly clear that this pokemon is meant to be geared towards offensive play. It has a very respectable 125 base attack and a very respectable base 105 speed, making it faster than Lucario and as fast as Zoroark. Special attack is also solid, but pales in comparison to it's physical attack. It's defenses are universally awful but no more so than most fragile sweepers of it's ilk. at 105 base speed, it is still going to struggle to keep up with faster pokemon...
Level up moves: Pound, Meditate, Detect, Fake-out, Doubleslap, Swift, Calm Mind, Force Palm, Drain Punch, Jump Kick, U-turn, Trickery, Bounce, Hi-jump Kick, Reversal, Aura Sphere.
Learnable TMs: TM04 - Calm Mind, TM06 - Toxic, TM08 - Bulk Up, TM10 - Hidden Power, TM11 - Sunny Day, TM12 - Taunt, TM15 - Hyper Beam, TM17 - Protect, TM18 - Rain Dance, TM21 - Frustration, TM27 - Return, TM28 - Dig, TM31 - Brick Break, TM32 - Double Team, TM33 - Reflect, TM39 - Rock Tomb, TM40 - Aerial Ace, TM42 - Facade, TM44 - Rest, TM45 - Attract, TM47 - Ankle Sweep, TM48 - Troll, TM52 - Focus Blast, TM56 - Fling, TM62 - Acrobat, TM66 - Payback, TM67 - Get Even, TM68 - Giga Impact, TM71 - Stone Edge, TM75 - Swords Dance, TM77 - Psych Up, TM80 - Rock Slide, TM83 - Cheer Up, TM84 - Poison Jab, TM86 - Grass Knot, TM87 - Swagger, TM89 - U-Turn, TM90 - Substitute, TM94 - Rock Smash, HM04 - Strength
Egg Moves: Endure, Baton Pass, Vital Throw, Smellingsalt, Low Kick, Feint, Me First, Knock Off
--
This is where things start to look really nice, but also a bit worrying. Of note is the fact that this pokemon has the ability to baton pass Calm Mind, Bulk Up, Cheer up, Swords Dance and Substitute. It also gets a range of powerful attacks and attack buffs over both the physical and special end of the spectrum. It learns U-turn and also has Regeneration, an ability that will restore it's health by 1/3 whenever it switches (possibly to be used in combination with U-turn) and it also learns Taunt. This thing is an offensive powerhouse and a baton pass maniac, but even in that it has some flaws which can't be ignored.
PROS: powerful, versatile mixed attacker. Not slow, High base attack, Many useful buffs, good options for baton pass sets, good offensive type, able to regenerate health on the switch. STAB 130 base power Hi-jump kick.
CONS: defensively frail, has trouble dealing with ghosts, lacks type coverage, has no priority attacks, has no way to boost it's own speed, could be faster...
Kojando has no way to boost it's own speed. It's strongest way to deal with ghosts probably comes from either payback or stone edge, both of which aren't ideal. While 105 base speed is very nice, it's going to have a hard time vs offensive pokemon who are faster, as well as priority attackers due to it's low defenses. Much of it's type coverage options come on the special side, which would detract focus from it's superior physical attack.
DREAM WORLD KOJONDO:
Kojondo gets Reckless from the dream world - an ability which boosts the power of recoil moves (such as Hi-jump kick and it's ridiculous base 130 power) by 20%. Factor this into Kojondo's already high 120 base attack and you have a pokemon with a trump card attack who is able to deal monstrous damage in a single fighting-type blow. Sadly, this does come with some drawbacks. It has no effect on any other attack in Kojondo's entire moveset save for jump kick, and that 10% chance of a miss and recoil WILL send kojondo down for the count. For a scarfed set though, this could be pretty beastly so long as shadow tag Shanderaa isn't floating about.
(Fighting)
60/125/60/95/60/105
Inner Focus: This pokemon can't flinch
Regeneration: switching out restores 1/3 of this pokemon's full HP
Reckless: attacks that have recoil property will do more damage
Right, when I saw this thing's stats, I was immediately reminded of Lucario to some extent. A fragile mixed attacker with speed that's nothing to sneeze at, yet not ideal for it's role either. Still, Kojondo seems like it has the potential to be a very interesting pokemon ( and one of the more aesthetically pleasing pokemon this gen to top it off.) it's stats also seem to share a likeliness to Zoroark too.
Before discussing pros and cons, let's take a look at it's stats.
65/125/60/95/60/105
It's instantly clear that this pokemon is meant to be geared towards offensive play. It has a very respectable 125 base attack and a very respectable base 105 speed, making it faster than Lucario and as fast as Zoroark. Special attack is also solid, but pales in comparison to it's physical attack. It's defenses are universally awful but no more so than most fragile sweepers of it's ilk. at 105 base speed, it is still going to struggle to keep up with faster pokemon...
Level up moves: Pound, Meditate, Detect, Fake-out, Doubleslap, Swift, Calm Mind, Force Palm, Drain Punch, Jump Kick, U-turn, Trickery, Bounce, Hi-jump Kick, Reversal, Aura Sphere.
Learnable TMs: TM04 - Calm Mind, TM06 - Toxic, TM08 - Bulk Up, TM10 - Hidden Power, TM11 - Sunny Day, TM12 - Taunt, TM15 - Hyper Beam, TM17 - Protect, TM18 - Rain Dance, TM21 - Frustration, TM27 - Return, TM28 - Dig, TM31 - Brick Break, TM32 - Double Team, TM33 - Reflect, TM39 - Rock Tomb, TM40 - Aerial Ace, TM42 - Facade, TM44 - Rest, TM45 - Attract, TM47 - Ankle Sweep, TM48 - Troll, TM52 - Focus Blast, TM56 - Fling, TM62 - Acrobat, TM66 - Payback, TM67 - Get Even, TM68 - Giga Impact, TM71 - Stone Edge, TM75 - Swords Dance, TM77 - Psych Up, TM80 - Rock Slide, TM83 - Cheer Up, TM84 - Poison Jab, TM86 - Grass Knot, TM87 - Swagger, TM89 - U-Turn, TM90 - Substitute, TM94 - Rock Smash, HM04 - Strength
Egg Moves: Endure, Baton Pass, Vital Throw, Smellingsalt, Low Kick, Feint, Me First, Knock Off
--
This is where things start to look really nice, but also a bit worrying. Of note is the fact that this pokemon has the ability to baton pass Calm Mind, Bulk Up, Cheer up, Swords Dance and Substitute. It also gets a range of powerful attacks and attack buffs over both the physical and special end of the spectrum. It learns U-turn and also has Regeneration, an ability that will restore it's health by 1/3 whenever it switches (possibly to be used in combination with U-turn) and it also learns Taunt. This thing is an offensive powerhouse and a baton pass maniac, but even in that it has some flaws which can't be ignored.
PROS: powerful, versatile mixed attacker. Not slow, High base attack, Many useful buffs, good options for baton pass sets, good offensive type, able to regenerate health on the switch. STAB 130 base power Hi-jump kick.
CONS: defensively frail, has trouble dealing with ghosts, lacks type coverage, has no priority attacks, has no way to boost it's own speed, could be faster...
Kojando has no way to boost it's own speed. It's strongest way to deal with ghosts probably comes from either payback or stone edge, both of which aren't ideal. While 105 base speed is very nice, it's going to have a hard time vs offensive pokemon who are faster, as well as priority attackers due to it's low defenses. Much of it's type coverage options come on the special side, which would detract focus from it's superior physical attack.
DREAM WORLD KOJONDO:
Kojondo gets Reckless from the dream world - an ability which boosts the power of recoil moves (such as Hi-jump kick and it's ridiculous base 130 power) by 20%. Factor this into Kojondo's already high 120 base attack and you have a pokemon with a trump card attack who is able to deal monstrous damage in a single fighting-type blow. Sadly, this does come with some drawbacks. It has no effect on any other attack in Kojondo's entire moveset save for jump kick, and that 10% chance of a miss and recoil WILL send kojondo down for the count. For a scarfed set though, this could be pretty beastly so long as shadow tag Shanderaa isn't floating about.
And from DDRMaster
Kojondo, Fighting-type
HP: 65
Atk: 125
Def: 60
SpAtk: 95
SpDef: 60
Spe: 105
Abilities
Inner Focus/Regeneration/Reckless (Dream World)
Inner Focus: Prevents the Pokemon from Flinching.
Regeneration: The Pokemon heals 33% of its maximum HP when it switches out.
Reckless: Recoil moves, Jump Kick, and Hi Jump Kick get their damage increased by 20%.
Moves:
Wide Guard: Protects all allies from attacks that would hit all of your Pokemon. May fail if used in succession.
Cheer Up: Raises the user's Atk and SpAtk 1 stage.
Hi Jump Kick: Hi Jump Kick now has 130 Base Power instead of 100 like in Gen 4. Everything else has remained the same.
Set Name: Swords Dance Sweeper
Item: Life Orb/Wide Lens
EVs: 252 Atk/4 Def/252 Spe
Nature: Jolly
Ability: Reckless/Regenerate
~Swords Dance
~Hi Jump Kick
~Stone Edge
~Payback/Baton Pass
Kojondo can use its high Attack and Speed to great effect by using Swords Dance. It even gets the most powerful Fighting moves (besides Focus Punch) and even has Reckless to boost it further. Hi Jump Kick attains 234 Base Power when taking Reckless and STAB into account, which is actually higher than even Focus Punch would be at 225.
Unfortunately, that's about were the good news ends for Kojondo, as it has a shallow movepool. Nevertheless, it can make good use of Stone Edge to hit Ghosts, particularly Shanderaa, and Fliers hard and can even potentially Baton Pass the boosts to an ally.
Life Orb is a standard Item on a set like this and works well with Regenerate to heal off the damage. However, if the imperfect accuracy from High Jump Kick and Stone Edge is off putting, you can go with Wide Lens instead, which will boost their Accuracies to 99 and 88, respectively. Low Kick is another STAB option for Kojondo, however, it will only out-do Wide Lens Reckless if you go with Life Orb and Regeneration and even at that, the Pokemon has to be pretty heavy. The fact that Hi Jump Kick will practically kill Kojondo if it tries to hit a Ghost-type is another reason to consider it.
Set Name: Mixed Sweeper
Item: Life Orb/Wide Lens
EVs: 252 Atk/4 SpAtk/252 Spe
Nature: Naive
Ability: Reckless/Regeneration
~Cheer Up
~Hi Jump Kick
~Hidden Power [Ice]/[Ghost]
~Stone Edge/Grass Knot/Baton Pass
Kojondo's Special Attack may not be as high as its Attack, but it's still above average and Kojondo has the movepool to use it. Hi Jump Kick is the standard super powerful STAB option for Kojondo and the Hidden Power you choose depends on what you want to be able to take down. HP Ice takes down Gliscor and many Flying types while HP Ghost is your best option against Ghost types.
Stone Edge in the final slot give Kojondo a more powerful option against Fliers, Gyarados in particular, while Grass Knot is your best attack against Goruggo (Ground/Ghost) and (most likely) Burunkeru (Water/Ghost). Baton Pass is another good move to use with Kojondo's High Speed and many mixed sweepers such as Salamence will apreciate a boost to their offenses.
Set Name: Mixed Choice Scarf
Item: Choice Scarf
EVs: 252 Atk/40 SpAtk/216 Spe
Nature: Naive
Ability: Reckless/Regenrate
~Hi Jump Kick
~Hidden Power [Ice]
~Stone Edge
~U-turn
While it may seem like a bad idea to use a Choice locked Fighting type, with Shanderaa going to be everywhere, Kojondo has quite a few things going for it and, ironically, one of them actually forces it to kill itself. Kojondo's Speed and the Speed EVs and Nature provided allow Kojondo to outspeed +1 Salamence, Ononokusu, and Sazando and it can easily OHKO them (I'm not sure on this, I haven't ran damage calc but I don't see how they're surviving) with HP Ice and Hi Jump Kick, respectively. Stone Edge allows Kojondo to KO Gyarados. U-turn is mainly for scouting but it is also a nice way to get a Regeneration boost.
Normally, Shanderaa can easily come in on Choice Fighting types expecting to wall and trap them and set up whatever it wants. Kojondo has 2 things going for it against Shanderaa. The first, and most obvious, is U-turn, which lets Kojondo switch out of Shanderaa as it switches in. This can allow you to get a Pursuit trapper of you own in and take out Shanderaa without it KOing anything. The second, and more detrimental to Kojondo's health, is Hi Jump Kick. Since Hi Jump Kick hits the user half the damage it would have inflicted on the opponent if it misses or the opponent has an immunity, Shanderaa can't actually trap Kojondo for very long before it kills itself. Another good point about this set is the fact that Shanderaa can only switch in on HP Ice without Kojondo killing itself, it getting killed by Stone Edge, or Kojondo safely switching out with U-turn.
......
Overall, Kojondo is a very powerful Fighting type with a good niche. Although, its shallow movepool often lets it down and it requires a good deal of prediction. However, if you can use Kojondo right it will pay off for you.
HP: 65
Atk: 125
Def: 60
SpAtk: 95
SpDef: 60
Spe: 105
Abilities
Inner Focus/Regeneration/Reckless (Dream World)
Inner Focus: Prevents the Pokemon from Flinching.
Regeneration: The Pokemon heals 33% of its maximum HP when it switches out.
Reckless: Recoil moves, Jump Kick, and Hi Jump Kick get their damage increased by 20%.
Moves:
Wide Guard: Protects all allies from attacks that would hit all of your Pokemon. May fail if used in succession.
Cheer Up: Raises the user's Atk and SpAtk 1 stage.
Hi Jump Kick: Hi Jump Kick now has 130 Base Power instead of 100 like in Gen 4. Everything else has remained the same.
Set Name: Swords Dance Sweeper
Item: Life Orb/Wide Lens
EVs: 252 Atk/4 Def/252 Spe
Nature: Jolly
Ability: Reckless/Regenerate
~Swords Dance
~Hi Jump Kick
~Stone Edge
~Payback/Baton Pass
Kojondo can use its high Attack and Speed to great effect by using Swords Dance. It even gets the most powerful Fighting moves (besides Focus Punch) and even has Reckless to boost it further. Hi Jump Kick attains 234 Base Power when taking Reckless and STAB into account, which is actually higher than even Focus Punch would be at 225.
Unfortunately, that's about were the good news ends for Kojondo, as it has a shallow movepool. Nevertheless, it can make good use of Stone Edge to hit Ghosts, particularly Shanderaa, and Fliers hard and can even potentially Baton Pass the boosts to an ally.
Life Orb is a standard Item on a set like this and works well with Regenerate to heal off the damage. However, if the imperfect accuracy from High Jump Kick and Stone Edge is off putting, you can go with Wide Lens instead, which will boost their Accuracies to 99 and 88, respectively. Low Kick is another STAB option for Kojondo, however, it will only out-do Wide Lens Reckless if you go with Life Orb and Regeneration and even at that, the Pokemon has to be pretty heavy. The fact that Hi Jump Kick will practically kill Kojondo if it tries to hit a Ghost-type is another reason to consider it.
Set Name: Mixed Sweeper
Item: Life Orb/Wide Lens
EVs: 252 Atk/4 SpAtk/252 Spe
Nature: Naive
Ability: Reckless/Regeneration
~Cheer Up
~Hi Jump Kick
~Hidden Power [Ice]/[Ghost]
~Stone Edge/Grass Knot/Baton Pass
Kojondo's Special Attack may not be as high as its Attack, but it's still above average and Kojondo has the movepool to use it. Hi Jump Kick is the standard super powerful STAB option for Kojondo and the Hidden Power you choose depends on what you want to be able to take down. HP Ice takes down Gliscor and many Flying types while HP Ghost is your best option against Ghost types.
Stone Edge in the final slot give Kojondo a more powerful option against Fliers, Gyarados in particular, while Grass Knot is your best attack against Goruggo (Ground/Ghost) and (most likely) Burunkeru (Water/Ghost). Baton Pass is another good move to use with Kojondo's High Speed and many mixed sweepers such as Salamence will apreciate a boost to their offenses.
Set Name: Mixed Choice Scarf
Item: Choice Scarf
EVs: 252 Atk/40 SpAtk/216 Spe
Nature: Naive
Ability: Reckless/Regenrate
~Hi Jump Kick
~Hidden Power [Ice]
~Stone Edge
~U-turn
While it may seem like a bad idea to use a Choice locked Fighting type, with Shanderaa going to be everywhere, Kojondo has quite a few things going for it and, ironically, one of them actually forces it to kill itself. Kojondo's Speed and the Speed EVs and Nature provided allow Kojondo to outspeed +1 Salamence, Ononokusu, and Sazando and it can easily OHKO them (I'm not sure on this, I haven't ran damage calc but I don't see how they're surviving) with HP Ice and Hi Jump Kick, respectively. Stone Edge allows Kojondo to KO Gyarados. U-turn is mainly for scouting but it is also a nice way to get a Regeneration boost.
Normally, Shanderaa can easily come in on Choice Fighting types expecting to wall and trap them and set up whatever it wants. Kojondo has 2 things going for it against Shanderaa. The first, and most obvious, is U-turn, which lets Kojondo switch out of Shanderaa as it switches in. This can allow you to get a Pursuit trapper of you own in and take out Shanderaa without it KOing anything. The second, and more detrimental to Kojondo's health, is Hi Jump Kick. Since Hi Jump Kick hits the user half the damage it would have inflicted on the opponent if it misses or the opponent has an immunity, Shanderaa can't actually trap Kojondo for very long before it kills itself. Another good point about this set is the fact that Shanderaa can only switch in on HP Ice without Kojondo killing itself, it getting killed by Stone Edge, or Kojondo safely switching out with U-turn.
......
Overall, Kojondo is a very powerful Fighting type with a good niche. Although, its shallow movepool often lets it down and it requires a good deal of prediction. However, if you can use Kojondo right it will pay off for you.