Other Metagames Nasty Shock (Monotype)

Been a while since I did one of these. Anyway, I've finally reached my goal of making a team of every type for Monotype, and while some of them have been alright, there are a few that need serious work. I've asked several times about this particular team in the chatroom, but I never got a satisfying answer. So hopefully, I'll get a better one here. Presenting for your delectation:

Nasty Shock


UB-03 Lighting (Xurkitree) @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hypnosis
- Thunderbolt
- Energy Ball
- Hidden Power [Ice]

What better way to start off a villainous Electric team than with the Electric Ultra Beast? Xurkitree (Code name UB-03 Lighting) is not to be taken lightly. With Z-Hypnosis, it gains enough speed to breeze past all but the fastest of Choice Scarfers (and putting an opponent to sleep doesn't hurt, either). With BoltBeam coverage and Energy Ball for Ground types, it's hard to stop this fellow from sweeping once it's allowed to set up.


Phantom Raikou (Raikou) @ Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Extrasensory
- Shadow Ball
- Hidden Power [Ice]

The tricky Zoroark has formed another phantom, and this one joins Xurkitree in its rampage of destruction. Phantom Raikou has the bulk that Xurkitree lacks, allowing it to tank hits and retaliate with BoltBeam coverage as well as extra surprises for Ghost and Fighting types.


Amore (Eelektross) (F) @ Assault Vest
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Knock Off
- U-turn
- Wild Charge

Two Assault Vests on the same team? What madness is this, I hear you ask? Well, Phantom Raikou is a special sweeper, and Amore is a physical sweeper, so there. The slippery eel enjoys immunity from Ground attacks (with the exception of Mold Breakers), and she can give some opponents a headache by disarming them with Knock Off or maintaining her staying power with Drain Punch. U-Turn allows her to make a quick getaway should things become too intense.


Kanbei (Golem-Alola) (M) @ Focus Sash
Ability: Galvanize
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Explosion
- Stealth Rock
- Earthquake
- Stone Edge

Against Hyper Offensive teams or teams where there's no designated hazard setter, Kanbei is usually the first on the front lines. Focus Sash allows him to set up rocks without fear of being KOed by the opponent, and EdgeQuake coverage comes in handy should it survive long enough to take advantage. But one it feels like his time is up, he'll be sure to give his foes a Galvanized goodbye blast.


Proton (Magnezone) @ Air Balloon
Ability: Magnet Pull
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Magic Coat
- Volt Switch
- Flash Cannon
- Toxic

And this is where it starts to get tricky. See, against teams that have hazard setters, Proton is one of the only available forms of hazard control Electric has to offer (other than Zapdos, who doesn't really fit on a villain team). Magic Coat repels the opponent's hazards back, and while they set them up again, Proton spreads some Toxic to break any sashes and decrease their survivability. It can also Volt Switch away while the opponent is resetting their hazards, giving the rest of the team momentum. Flash Cannon provides it with some STAB coverage as well. As a form of hazard control, it's functional, but not ideal. This mon is the one I'm most flexible about changing.



Kato (Vikavolt) (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Bug Buzz
- Thunderbolt
- Thunder Wave
- Roost

Those that complain about Vikavolt's speed clearly don't know how to use it properly. Trusty Kato here may lack the typing some tanks truly benefit from, but he makes up for that with his sheer bulk and power. He can spread paralysis around using his Thunder Wave, thus making speed a non-issue. Bug Buzz deals a lot of damage to Grass types that usually give Electric teams trouble. And should he be damaged, he can just Roost things off.

As it stands, this team isn't terrible, and it does have a few victories under its belt. The problem comes down to hazard control. Does this team really need it? Or should I scrap the whole thing and make a heroic Electric team that has proper hazard control through Zapdos? I hope I can get an answer from you fine folks soon.
 
Hey there!

To be bluntly obvious, your electric team is sub-optimal, and likely won't perform well in competitive play. While some of the Pokemon you have here are viable, like Magnet-Pull Magnezone and SR Alola Golem (though their sets need heavy tweaking), you aren't making use of many of the incredible assets electric has at it's disposal this generation. Tapu Koko, Zapdos, Rotom-Wash, Alola-Raichu are some of the pokemon you should run over niche, outclassed mons like Vikavolt, Raikou, and Eelektross.

I understand incorporating these Pokemon would require a fundamental retooling of your team, so feel free to message me on Showdown and I can work with you to rebuild your team :]
 

maroon

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RMT & Mono Leader
Hey Metool B, cool electric team! I have some suggestions to help improve your team! :]

->
- There are a few reasons that Tapu Koko is preferred over Raikou on Electric Monotypes. Tapu Koko allows the team to able to effectively abuse Electric Terrain as its ability sets it when its switched onto the field. Tapu Koko also works as a great offensive user, provides a dragon immunity and while not as bulky as Raikou can definetly help ease up some matchups that are very difficult for Electric such as Dragon. Tapu Koko also forms a great core with Alolan Raichu due to Raichu being able to abuse Terrain with its ability Surge Surfer that doubles its speed in Electric Terrain.

->
- Raichu in junction works as a great way to check speed rather than using Thunder Wave on Vikavolt. In addition Alolan Raichu is a great sweeper that allows Electric to check many common scarf threats such as Victini and weather sweepers such as Kingdra and Excadrill under Electric Terrain. Alolan Raichu also has a very versatile moveset that can help greatly in many matchups. The psychic typing also allows the electric vs poison matchup easier by making old threats such as Nidoking and Mega Venusaur easily revenge killed.

->
- Zapdos can also function as a great specially defensive wall and ground immunity for Electric while also adding the ability to remove annoying hazards. Zapdos can also be a very good pivot pokemon with the ability to soak up many attacks making it a very good option for hazard removal. Zapdos can also carry moves like Volt Switch to help gain momentum which can be very nice for Electric Terrain offensive electric.

->
- Rotom can form a nice defensive core with Zapdos and provide the team with a really nice defensive core. Also Magnezone serves little purpose as this team generally doesn't struggle breaking through Fairy types and only adds to the Ground weakness. Both its sets specs and scarf are outclassed by other members of the team.

With these new suggestions these are new sets to make the team a bit more competitive.
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Psychic
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Dazzling Gleam
- U-turn
- Taunt

Golem-Alola @ Focus Sash / Life Orb
Ability: Galvanize
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Frustration
- Explosion

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Xurkitree @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Tail Glow
- Thunderbolt
- Energy Ball


Sets Explanation:
- Thunderbolt
is phenomenal stab that is only boosted by electric terrain and Raichu's main method of sweeping through weakened teams. Psychic was opted over Psyshock mainly for Mega Venusaur which usually in Monotype are run to be Physically Defensive or Biased allowing it to hit extra hard while also making matchups against Poison and Fighting able to easily be swept through. Hidden Power [Ice] is Raichu's way of hitting Ground type pokemon such as Garchomp and Gravity Landorus which heavily threaten and gives Raichu BoltBeam coverage which is very rarily resisted. Focus Blast is really there to hit one major threat, Sand Sweeper Excadrill, which can terrorize Electric Monotypes. Modest nature still allows Alolan Raichu to outspeed the entire unboosted metagame in terrain while allowing it to hit for extra power. 29 HP IVs allows Raichu to take less damage from Life Orb recoil.

- Volt Switch is a stab pivot move that allows the team to fully take care of Electric Terrain. Dazzling Gleam is the teams main check and sweeper against Dragon type pokemon and teams while providing Tapu Koko with powerful Fairy type stab. Dazzling Gleam also eases the matchup against Fighting and Dark types such as Bisharp which can be troublesome for the team. U-Turn is another pivot move on Tapu Koko that helps Tapu Koko effectively switch against Ground types and can help the team kill threatening pokemon such as Hoopa-Unbound fairly easily. Taunt is a great antilead move that allows Tapu Koko to prevent hazards from being set unless its facing a mental herb user such as shuckle. I know that Timid is suboptimal with a physical move like U-turn but Tapu Koko doesn't use U-turn to hit hard and is much better than losing any investment in defenses as Tapu Koko is not very bulky as it is.

- Stealth Rock on Golem is electrics most viable way to get up rocks on electric types and can ease up matchups against types weak against hazards and overall provides good chip damage for an easy sweep by Raichu in the end. Earthquake allows Alolan Golem to hit pokemon that clear hazards such as Zapdos that rely on roost to stay healthy through the match and can really ease up the matchups against other electric teams. Return and Explosion are Alolan Golem's main stab that allows Golem especially under Electric terrain work as a very strong physical wallbreaker. Jolly is used so Golem can outspeed Mega Venusaur which can be difficult for Electric to beat. 252 Speed allows Alolan Golem to outpace Mega Venusaur and hit it with an attack before getting koed by Giga Drain.
252 Atk Life Orb Galvanize Golem-Alola Explosion vs. 248 HP / 96+ Def Venusaur-Mega: 317-374 (87.3 - 103%) -- 93.8% chance to OHKO after Stealth Rock
252 Atk Galvanize Golem-Alola Explosion vs. 248 HP / 96+ Def Venusaur-Mega: 244-288 (67.2 - 79.3%) -- guaranteed 2HKO
252 Atk Golem-Alola Earthquake vs. 248 HP / 0 Def Zapdos: 238-280 (62.1 - 73.1%) -- guaranteed 2HKO after Leftovers recovery (when uses roost)


- Volt Switch again allows Zapdos to send in a teammate to take the most advantage of electric terrain and is good stab. Heat Wave is coverage that can help take care of annoying Grass types such as Ferrothorn and can function as a soft check to Defog Punishers such as Bisharp. Defog is the teams only way of clearing hazards and overall allows Electric types sweepers to be switched in without worrying about chip damage from hazards. Roost allows Zapdos to stay longer through the battle to Defog away hazards and to help the team scout certain choice locked moves Zapdos can take. 108 Speed allows Zapdos to outspeed Jolly/Timid base 70 pokemon such as Bisharp, Breloom and Volcanion and overall allows Zapdos to clear hazards over a wider variety of pokemon. Zapdos forms a very nice ground immunity core with rotom wash while also making providing the team with a defensive and specially defensive pokemon.

- Hydro Pump is a great way to hit Ground type teams which can be annoying and also provide reliable coverage against threats such as Double Dance Landorus-Therian and Terrakion. Volt Switch is a common theme in the team, have a pivot move that allows the team take greater advantage of electric terrain. Will-O-Wisp gives the team a way to cripple opposing physical attackers while providing a spammable move as not to many pokemon appreciate a burn. Pain Split allows Rotom to preserve itself throughout the battle while also chipping threats that wall Rotom's attacking moves.

- Psychium Z Tail Glow Xurkitree is an extremely powerful wallbreaker and late game cleaner. With the ability to set opposing teams to sleep and gain speed then increase its special attack with Tail Glow is really amazing for a setup sweeper. Unfortunately Xurkitree even after the boost is threatened by a vareity of common scarfers such as Landorus-Therian, Excadrill and Victini. Energy Ball is used to help terrorize annoying Ground types that can prevent Xurkitree from sweeping on Water while also allowing it to terrorize many different pokemon. Thunderbolt is Xurkitree's main stab move that hits extremely hard even without Tail Glow boosts and can help it sweep through opposing teams. Pokemon like Rotom can help Xurkitree take on its ground weakness while being a good defensive pivot so Xurkitree can be used later in the match. Tail Glow is used to overwhelm the most solid of Special walls that can handle Xurkitree.
+3 252 SpA Xurkitree Thunderbolt vs. 248 HP / 8 SpD Eviolite Chansey: 433-510 (61.5 - 72.5%) -- guaranteed 2HKO
+3 252 SpA Xurkitree Thunderbolt vs. 252 HP / 56+ SpD Eviolite Porygon2: 408-481 (109 - 128.6%) -- guaranteed OHKO


These changes makes the team a bit more standard but way more viable in the current metagame. Hope my rate helped! :]
 
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Hey Metool B, cool electric team! I have some suggestions to help improve your team! :]

->
- There are a few reasons that Tapu Koko is preferred over Raikou on Electric Monotypes. Tapu Koko allows the team to able to effectively abuse Electric Terrain as its ability sets it when its switched onto the field. Tapu Koko also works as a great offensive user, provides a dragon immunity and while not as bulky as Raikou can definetly help ease up some matchups that are very difficult for Electric such as Dragon. Tapu Koko also forms a great core with Alolan Raichu due to Raichu being able to abuse Terrain with its ability Surge Surfer that doubles its speed in Electric Terrain.

->
- Raichu in junction works as a great way to check speed rather than using Thunder Wave on Vikavolt. In addition Alolan Raichu is a great sweeper that allows Electric to check many common scarf threats such as Victini and weather sweepers such as Kingdra and Excadrill under Electric Terrain. Alolan Raichu also has a very versatile moveset that can help greatly in many matchups. The psychic typing also allows the electric vs poison matchup easier by making old threats such as Nidoking and Mega Venusaur easily revenge killed.

->
- Zapdos can also function as a great specially defensive wall and ground immunity for Electric while also adding the ability to remove annoying hazards. Zapdos can also be a very good pivot pokemon with the ability to soak up many attacks making it a very good option for hazard removal. Zapdos can also carry moves like Volt Switch to help gain momentum which can be very nice for Electric Terrain offensive electric.

->
- Rotom can form a nice defensive core with Zapdos and provide the team with a really nice defensive core. Also Magnezone serves little purpose as this team generally doesn't struggle breaking through Fairy types and only adds to the Ground weakness. Both its sets specs and scarf are outclassed by other members of the team.

With these new suggestions these are new sets to make the team a bit more competitive.
Raichu-Alola @ Life Orb
Ability: Surge Surfer
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Dazzling Gleam
- U-turn
- Taunt

Golem-Alola @ Focus Sash / Life Orb
Ability: Galvanize
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Frustration
- Explosion

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Defog
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Xurkitree @ Psychium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Tail Glow
- Thunderbolt
- Energy Ball


Sets Explanation:
- Thunderbolt
is phenomenal stab that is only boosted by electric terrain and Raichu's main method of sweeping through weakened teams. Psychic was opted over Psyshock mainly for Mega Venusaur which usually in Monotype are run to be Physically Defensive or Biased allowing it to hit extra hard while also making matchups against Poison and Fighting able to easily be swept through. Hidden Power [Ice] is Raichu's way of hitting Ground type pokemon such as Garchomp and Gravity Landorus which heavily threaten and gives Raichu BoltBeam coverage which is very rarily resisted. Focus Blast is really there to hit one major threat, Sand Sweeper Excadrill, which can terrorize Electric Monotypes. Modest nature still allows Alolan Raichu to outspeed the entire unboosted metagame in terrain while allowing it to hit for extra power.

- Volt Switch is a stab pivot move that allows the team to fully take care of Electric Terrain. Dazzling Gleam is the teams main check and sweeper against Dragon type pokemon and teams while providing Tapu Koko with powerful Fairy type stab. Dazzling Gleam also eases the matchup against Fighting and Dark types such as Bisharp which can be troublesome for the team. U-Turn is another pivot move on Tapu Koko that helps Tapu Koko effectively switch against Ground types and can help the team kill threatening pokemon such as Hoopa-Unbound fairly easily. Taunt is a great antilead move that allows Tapu Koko to prevent hazards from being set unless its facing a mental herb user such as shuckle. I know that Timid is suboptimal with a physical move like U-turn but Tapu Koko doesn't use U-turn to hit hard and is much better than losing any investment in defenses as Tapu Koko is not very bulky as it is.

- Stealth Rock on Golem is electrics most viable way to get up rocks on electric types and can ease up matchups against types weak against hazards and overall provides good chip damage for an easy sweep by Raichu in the end. Earthquake allows Alolan Golem to hit pokemon that clear hazards such as Zapdos that rely on roost to stay healthy through the match and can really ease up the matchups against other electric teams. Return and Explosion are Alolan Golem's main stab that allows Golem especially under Electric terrain work as a very strong physical wallbreaker. Jolly is used so Golem can outspeed Mega Venusaur which can be difficult for Electric to beat. 252 Speed allows Alolan Golem to outpace Mega Venusaur and hit it with an attack before getting koed by Giga Drain.
252 Atk Life Orb Galvanize Golem-Alola Explosion vs. 248 HP / 96+ Def Venusaur-Mega: 317-374 (87.3 - 103%) -- 93.8% chance to OHKO after Stealth Rock
252 Atk Galvanize Golem-Alola Explosion vs. 248 HP / 96+ Def Venusaur-Mega: 244-288 (67.2 - 79.3%) -- guaranteed 2HKO
252 Atk Golem-Alola Earthquake vs. 248 HP / 0 Def Zapdos: 238-280 (62.1 - 73.1%) -- guaranteed 2HKO after Leftovers recovery (when uses roost)


- Volt Switch again allows Zapdos to send in a teammate to take the most advantage of electric terrain and is good stab. Heat Wave is coverage that can help take care of annoying Grass types such as Ferrothorn and can function as a soft check to Defog Punishers such as Bisharp. Defog is the teams only way of clearing hazards and overall allows Electric types sweepers to be switched in without worrying about chip damage from hazards. Roost allows Zapdos to stay longer through the battle to Defog away hazards and to help the team scout certain choice locked moves Zapdos can take. 108 Speed allows Zapdos to outspeed Jolly/Timid base 70 pokemon such as Bisharp, Breloom and Volcanion and overall allows Zapdos to clear hazards over a wider variety of pokemon. Zapdos forms a very nice ground immunity core with rotom wash while also making providing the team with a defensive and specially defensive pokemon.

- Hydro Pump is a great way to hit Ground type teams which can be annoying and also provide reliable coverage against threats such as Double Dance Landorus-Therian and Terrakion. Volt Switch is a common theme in the team, have a pivot move that allows the team take greater advantage of electric terrain. Will-O-Wisp gives the team a way to cripple opposing physical attackers while providing a spammable move as not to many pokemon appreciate a burn. Pain Split allows Rotom to preserve itself throughout the battle while also chipping threats that wall Rotom's attacking moves.

- Psychium Z Tail Glow Xurkitree is an extremely powerful wallbreaker and late game cleaner. With the ability to set opposing teams to sleep and gain speed then increase its special attack with Tail Glow is really amazing for a setup sweeper. Unfortunately Xurkitree even after the boost is threatened by a vareity of common scarfers such as Landorus-Therian, Excadrill and Victini. Energy Ball is used to help terrorize annoying Ground types that can prevent Xurkitree from sweeping on Water while also allowing it to terrorize many different pokemon. Thunderbolt is Xurkitree's main stab move that hits extremely hard even without Tail Glow boosts and can help it sweep through opposing teams. Pokemon like Rotom can help Xurkitree take on its ground weakness while being a good defensive pivot so Xurkitree can be used later in the match. Tail Glow is used to overwhelm the most solid of Special walls that can handle Xurkitree.
+3 252 SpA Xurkitree Thunderbolt vs. 248 HP / 8 SpD Eviolite Chansey: 433-510 (61.5 - 72.5%) -- guaranteed 2HKO
+3 252 SpA Xurkitree Thunderbolt vs. 252 HP / 56+ SpD Eviolite Porygon2: 408-481 (109 - 128.6%) -- guaranteed OHKO


These changes makes the team a bit more standard but way more viable in the current metagame. Hope my rate helped! :]
See, my question is, does Xurkitree fit on a heroic team with Tapu Koko and Zapdos? Tapu Koko is supposed to be defending the region from the likes of the Ultra Beasts, so whenever I see the guardians and the UBs working side-by-side on a team, it always feels weird to me. The rest, I can more-or-less get behind.
 

maroon

free palestine
is a Site Content Manageris a Top Team Rateris a Member of Senior Staffis a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Top Tutor Alumnusis a Top Social Media Contributor Alumnus
RMT & Mono Leader
See, my question is, does Xurkitree fit on a heroic team with Tapu Koko and Zapdos? Tapu Koko is supposed to be defending the region from the likes of the Ultra Beasts, so whenever I see the guardians and the UBs working side-by-side on a team, it always feels weird to me. The rest, I can more-or-less get behind.
While, in the main story of pokemon sun and moon, UBs and Guardians did work on seperate sides. The UBs eventually did get captured and worked on the same team in many cases as the Guardians of Alola. However in competitive pokemon teams don't really care about what happens ingame but rather what can make them the most competitive.

Anyways gl with the new team! :)
 
While, in the main story of pokemon sun and moon, UBs and Guardians did work on seperate sides. The UBs eventually did get captured and worked on the same team in many cases as the Guardians of Alola. However in competitive pokemon teams don't really care about what happens ingame but rather what can make them the most competitive.

Anyways gl with the new team! :)
I guess. And I suppose since there's more than one of each kind of Ultra Beast, it wouldn't be that odd for one of them to defect. Perhaps Tapu Koko showed mercy to this particular Xurkitree.

Actually, there's another thing that bugs me about this setup. I've mentioned my problems with Life Orb before, but basically, I believe that if there's no way to mitigate damage, Life Orb attackers are too easy to whittle down. If the damage is cancelled out with Sheer Force, it's fine. If you can Roost off damage, it's fine. Heck, I'll even plop Life Orb onto Toxicroak, just on the off-chance I go against a Water team and can tank a Scald. But in all other cases, once that HP is gone, it's gone. And that makes it that much easier for dedicated walls to tank your hits and make you tire yourself out. Or at the very least, put you in easy range to be revenge killed.

I might opt for Guardian of Alola or Stoked Sparksurfer instead, while the other will use Electric Seeds or something. As for Xurkitree, while Z-Hypnosis is a lot of fun, two Z-moves is not possible. I've got a lot to consider here.
 

maroon

free palestine
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RMT & Mono Leader
If you really dont like LO on Tapu Koko replace it with a Pixie Plate so you can hit dragon types harder with dazzling gleam since Volt Switch already has electric type support with terrain. And LO Raichu is a late game cleaner so you shouldn't really be sending it in on hazards to take care of random pokemon unless absolutely necessary. LO is the most optimal set as it allows a Versatile sweeper to fully take advantage of the terrain and its wide coverage.

Pro Tip: Don't waste Raichu's health on walls it cant beat, this should help preserve Raichu through the match. Also don't let Raichu take unecessary hazards or chip damage. :]]
 
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