Project National Dex OU Next Best Thing: Cycle 34 - Medicham-Mega (Voting)

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adem

:DEMON:
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:bw/serperior:

Serperior @ Rocky Helmet
Ability: Contrary
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Glare
- Taunt
- Defog

This Serp set is an amazing attribute for Anti-hazard HO teams like this because it can keep rocks off with fast taunt, and spread para with Glare to let its teammates sweep easier. Fast Defog is also nice for stuff like Garchomp / if dia dies and rocks go up so u get rocks off.
 
:bw/serperior:
Serperior @ Apicot Berry
Ability: Contrary
EVs: 56 Atk / 200 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Hidden Power [Rock]
- Natural Gift
- Dragon Pulse

This serp is meant to cheese past its counters using coverage rather than para spam. beats heatran, volc and dragons on the same set all you need is a little chip on heatran to kill with your berry powered eq. volcarona, moltres and zardy switch into leaf storm then dies to +2 hprock. Dragon Pulse beats mega latias, hydreigon, kyurem, kommo-o and dragonite if they switchin to your leaf storm.

Pair with magnezone to make up for the lack of fire move, Rillaboom (the mons this baits are mostly all rilla counters) or z-move jirachi to take advantage of the chipped/removed heatran.

Things this serperior removes that would normally check it: :charizard-mega-y::volcarona: :heatran: :charizard-mega-x: :kyurem: :dragonite: :hydreigon: :kommo-o: :latias-mega::moltres:


56 Atk Apicot Berry Serperior Natural Gift (100 BP Ground) vs. 0 HP / 0 Def Heatran: 232-276 (71.8 - 85.4%) -- guaranteed 2HKO after Leftovers recovery
56 Atk Apicot Berry Serperior Natural Gift (100 BP Ground) vs. 252 HP / 0 Def Heatran: 232-276 (60.1 - 71.5%) -- guaranteed 2HKO after Leftovers recovery
 
Reserving for CM taunt

:tapu-koko: :leftovers:

Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Roost
- Taunt

Epidemy of overkill and being stupid, however it's still quite threatening, having one of the highest speed tier and fairy's great neutral coverage. Taunt might seems weird since it seems like that makes you unable to beat defensive heatran, however that's not always the case, in fact it improves the shaky heatran matchup as some heatrans run toxic instead of taunt while giving you the benifit of winning calm mind wars easier. Quagsire and pykumuku(latter is uncommon) are the one of the few notable safe switch ins but those 2 get risked being blown away by grass knot and electric STAB respectively and most players won't do that unless
they have confirmed the full set, which by then is already too late as koko will rampage through enough of the opponent's team that it's easily abusable by it's teammates. There's also the fact that those are exclusively seen on hard stall teams.

What this set has over the other sets: beating mons that usually beat the other sets such as the pink blobs

What the other sets have over this set: abiliity to bring team support to the table by pivoting teammates in and maintain momentum via switch moves. Able to threaten fierce offensive threats such as manaphy and unevolved ash greninja.

Unaware Clefable :Clefable: :leftovers:
0 SpA Unaware Clefable Moonblast vs. 252 HP / 0 SpD Tapu Koko: 124-147 (36 - 42.7%) -- 96% chance to 3HKO after Leftovers recovery

+1 0 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 0 SpD Unaware Clefable: 91-108 (23 - 27.4%) -- possible 5HKO after Leftovers recovery

Probably the first thing that comes to mind that could beat this set without properly beating the other sets. Usually only seen on stall teams. You taunt it and basically roost while gaining enough calm minds to barrage through the rest of the stall team.
There will be some sticky situations where koko is forced to either roost, attack or taunt again but it's still winnable if played well.

Heatran :Heatran: :firium-z: / :leftovers:

252+ SpA Heatran Inferno Overdrive (180 BP) vs. +2 252 HP / 0 SpD Tapu Koko: 205-243 (59.5 - 70.6%) -- guaranteed 2HKO

252+ SpA Heatran Earth Power vs. +2 252 HP / 0 SpD Tapu Koko: 138-164 (40.1 - 47.6%) -- guaranteed 3HKO

0 SpA Heatran Earth Power vs. 252 HP / 0 SpD Tapu Koko: 206-244 (59.8 - 70.9%) -- guaranteed 2HKO

0 SpA Heatran Earth Power vs. +1 252 HP / 0 SpD Tapu Koko: 138-164 (40.1 - 47.6%) -- guaranteed 3HKO

+6 0 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 136+ SpD Heatran: 62-73 (16 - 18.9%) -- possible 8HKO after Leftovers recovery

Strongest hit from heatran possible won't kill, so offensive heatran can only win when it's a 1v1 whereas if heatran have revealed leftovers then it would likely to be defensive and koko can just setup safely while potentially even pp stalling defensive heatran by itself without it being a 1v1 ofc since koko has to taunt to prevent the taunt from heatran itself or even a rare but respected possibility of toxic.

Charizard-Y :charizard-mega-y: :charizardite-y:
252 SpA Charizard-Mega-Y Fire Blast vs. +2 252 HP / 0 SpD Tapu Koko in Sun: 199-235 (57.8 - 68.3%) -- guaranteed 2HKO after Leftovers recovery

+6 0 SpA Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Charizard-Mega-Y: 146-172 (49.1 - 57.9%) -- 97.7% chance to 2HKO

Ironically you need to stall out sun turns, and it's still a little bit risky with the rolls, however it's the same case as the pyukumuku and quagsire situation mentioned above, it's super risky for them to just throw in zard y without confirming the set. And by the time they do so the team will likely to be in battered shape. Or if luck is on your side and you managed to stall out sun turns then you will be able to

Blissey And Chansey :Blissey: :heavy duty boots:/:Chansey: :eviolite:

+6 0 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 4 SpD Blissey: 253-298 (35.4 - 41.7%) -- guaranteed 3HKO

+6 0 SpA Tapu Koko Dazzling Gleam vs. 248 HP / 8 SpD Eviolite Chansey: 210-247 (29.8 - 35.1%) -- 18.7% chance to 3HKO

The Pink blobs can't really do anything except spam seismic toss or teleport because of taunt, so koko will get to +6 eventually and run through them.

Magnezone :magnezone: :choice-specs:/:steelium-z:

252+ SpA Choice Specs Magnezone Flash Cannon vs. +1 252 HP / 0 SpD Tapu Koko: 183-216 (53.1 - 62.7%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Magnezone Flash Cannon vs. +2 252 HP / 0 SpD Tapu Koko: 136-162 (39.5 - 47%) -- guaranteed 3HKO after Leftovers recovery

252+ SpA Magnezone Corkscrew Crash (200 BP) vs. +2 252 HP / 0 SpD Tapu Koko: 228-268 (66.2 - 77.9%) -- guaranteed 2HKO

252+ SpA Magnezone Steel Beam vs. +2 252 HP / 0 SpD Tapu Koko: 160-189 (46.5 - 54.9%) -- 62.1% chance to 2HKO

Although zone is not really a so called reliably counterplay against koko since it doesn't block volt switch, it's decent at staving it off temporarily due to resisting all of it's hits after it's done trapping/nothing to trap at. Koko can beat both sets if zone comes in after it threatens a switch while having a chance of defeating the specs set 1 on 1(i'm not gonna calculate that since i'm lazy and suck).

Amoonguss :amoonguss:/:black sludge:

0 SpA Amoonguss Sludge Bomb vs. +2 252 HP / 0 SpD Tapu Koko: 108-128 (31.3 - 37.2%) -- 78.6% chance to 3HKO

+6 0 SpA Choice Specs Tapu Koko Dazzling Gleam vs. 248 HP / 204 SpD Amoonguss: 235-277 (54.5 - 64.2%) -- guaranteed 2HKO after Black Sludge recovery

Electric terrain means that we are temporarily shielded from spore for enough time and we don't need to taunt for the time being since toxic is incredibly rare and slotting it in on the mushroom has some issues on its own right. Sludge Bomb poison is gonna be annoying but there's nothing we can really do about it. This might make you think of av tang but no CM koko doesn't beat av tang as it could fish for sludge bomb poison and spam power whip as it forced to roost or just eq the guardian of alola.
 
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Physical Tapu Koko
:Tapu Koko:
Tapu Koko @ Heavy-Duty Boots :Heavy-Duty Boots:
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Brave Bird
- Roost
- U-turn

Tapu Koko is rarely used physically despite its Attack stat being higher than its Special Attack. This is probably due to the lack of options but I've found that it it has pretty good coverage with Wild Charge + Brave Bird. Wild Charge is Tapu Koko's strongest STAB physical move, it packs quite a punch and unfortunately has recoil unlike it's special counterpart Thunderbolt. Brave Bird gives Tapu Koko coverage against Grass-types which resist Wild Charge, this move also has recoil but at 120 base power it's definitely worth it. Roost is a key move in this set due to being able to provide consistent recovery for its recoil inducing moves. U-turn is simply a way to pivot out of unfavorable matchups and also provides some coverage against Grass-types and unlike Volt Switch, it can't be absorbed by either Lightning Rod or Volt Absorb, or Ground-type Pokemon. Heavy-Duty Boots allows Tapu Koko to switch in safely since its two primary moves have recoil.
 
you have no proof
You should at least read the original message before you even made both of these posts, check out the original message and you will see the term "banned sets" and it's a hyperlink to a pokepaste writing which sets are banned, what you did was essentially just swapping out 4 evs from hp to spd and changed the move order, which is definitely not allowed.
 
You should at least read the original message before you even made both of these posts, check out the original message and you will see the term "banned sets" and it's a hyperlink to a pokepaste writing which sets are banned, what you did was essentially just swapping out 4 evs from hp to spd and changed the move order, which is definitely not allowed.
Fair enough
my bad cause i forgot to read the sets
 

Tapu Koko @ Shuca Berry / Air Balloon
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Taunt
- Nature's Madness
- Thunderbolt / Discharge
- HP Ice / Hp Fire

This set allows you to break walls down with Taunt + Nature's Madness. Taunt is also useful in tandem with Air Balloon or Shuca Berry for preventing Ground leads like Landorus-T and Garchomp from setting up, whether it be Swords Dance or Stealth Rock. It can also prevent walls from getting their health back and generally as a fast Taunt user. Discharge can be fairly helpful as the 3rd move option as you're not losing much power vs Thunderbolt + you gain greater parahax possibility in tandem with Taunt and Nature Madness which can allow you to break down some walls easier. The 4th move is fairly flexible. HP Ice is for more direct power against Ground types like Lando, Gliscor and Garchomp. HP fire can also be run to deter Scizor, Ferro and OHKO Kartana.
 
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R8

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:tapu koko: CM Fairium :fairium z:

Tapu Koko @ Fairium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Thunderbolt
- Roost

A bit surprised this isnt a banned set. +1 Z deletes Gliscor (and grounds in general) after slight chip (244/244 die after rocks if Poison Heal isn't active, against 244/192 it is a 43% roll from full).
 

Dorron

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:ss/tapu-koko:
Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Wild Charge
- Hidden Power [Ice]
- Roost

Z-Wild Charge can lure things like Slowking-G and deals a huge damage in general. HP Ice to be able to handle Grounds. There isn't much to say.
 
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