AoA Nature's Madness Tapu Koko
Tapu Koko @ Fairium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Nature's Madness
- U-turn
- Hidden Power Ice
General idea
Tapu Koko has a really hard time to KO some bulky checks, even if caught on the switch. This is the reason I think that Nature's Madness should be considered more.
It is a good "coverage" move -if it connects, of course- towards Alolan Marowak, Magnezone, Excadrill, Zygarde, Mamoswine, Hippowdon, Gastrodon and so on because it takes half of their HP at once without taking in account the resistances they have.
This way, Thunderbolt or HP Ice will be more likely to KO the target or you can escape from the battlefield with U-turn, which I consider safer than Thunderbolt (despite Rocky Helmet and Iron Barbs users).
Team(mates) support
A way to deal properly with Grass-types is needed (mainly Mega Venusaur, Tangrowth, Amoonguss and Ferrothorn) even though a well-timed (Z-boosted) Nature's Madness is enough to wear them down.
Some form of Spe control is needed to ensure that Koko is faster than anyone and something to deal with priority users is a good way to preserve Tapu Koko's health.
A second way to KO Grounds (without relying on a NMadness on the switch) is appreciated.
EVs (spread), nature and item
Evs spread is the standard offensive one. 31 Atk IVs are still nice in order to maximise the damage output of U-turn.
The item is pretty customizable, but I found nice to have the possibility to run a one-time STAB Fairy nuke with 100 BP. This helps to hide Nature's Madness until the very end: the opponent may think you have Dazzling Gleam Keep in mind that a Z-boosted Dazzling Gleam is noticeably stronger, so you have to use a Z-Nature's Madness if you are sure to grab the KO to hide your Fairy move and/or your HP Ice.