Hello guys, up with a team that just peaked 1700's on ladder. Proof of the peak
http://replay.pokemonshowdown.com/gen7ou-752619991
Here, the team
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 104 HP / 12 Def / 200 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt
This is the center of the team. Shuca Koko is the best set rn and also the added bulk makes Koko handle lucha better if needed. Volt Switch > U turn for more power and Shuca doesn't lose momentum vs ground types.
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt
So if we got a good pivot in Koko, why not add Hoopa-Unbound, one of the best breakers who likes volt Switch support. ALSO improves team's mu vs stall, skarm is 2HKO d after rocks.
Zapdos @ Leftovers
Ability: Static
EVs: 240 HP / 236 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Heat Wave
- Discharge
- Defog
- Roost
Our Defog service. Hazard removal is necessary for most archetypes and we're getting it as a zapdos, which compresses defogger + physical tank + with static a punisher to U turnes looking to kill Hoopa-Unbound.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
Here we have our specially defensive mon, mainly for checking the SG Z focus magearna s running around.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Gyro Ball
- Stealth Rock
Now we have a hazard setter + another magearna check. Also prevents band zygarde from running through the team. A good punish to U turners again with iron Barbs. Gyro ball to make sure zygarde doesn't DD on it and Power Whip for those pesky ash grens.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 140 HP / 252 Atk / 4 SpD / 112 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Swords Dance
- Roost
The team was lacking a hard core sweeper, which couldn't be better than lucha along with Koko. They pretty much eliminate each others checks. Tho being the only sweeper on the team and that too a one time sweeper, needs to be used carefully tho. Roost to avoid the rough skin Iron Barbs Rocky helmets damage etc and set up on bulky Landorus-Therian (non Z fly).
Finally, this team gets most things like speed control defensive backbone, and offense split in physical / special. Have fun rating.
Shout out to BMidak who helped me out with this Team. Also please do suggest any major / minor changes which can make the team better.
Again, the entire team in a nutshell
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 104 HP / 12 Def / 200 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt
Zapdos @ Leftovers
Ability: Static
EVs: 240 HP / 236 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Heat Wave
- Discharge
- Defog
- Roost
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Gyro Ball
- Stealth Rock
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 140 HP / 252 Atk / 4 SpD / 112 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Swords Dance
- Roost
Now I'd say about this team's match up vs other archetypes -
1)Stall - Hoopa-Unbound has become a nightmare for stall. Skarmory, which is the common check to phys Attackers gets 2HKO d. Again drain punch improves its longitivity in the matchup. Gunk Shot will get rid of unaware clef and from there kill them with lucha if you want to finish it fast.
2)Hyper offense - KokoLucha do well vs hyper offense due to the fact that HO lacks direct answers to them. Screens are removed by zap and magearna / zygarde type mons have the answers in form of AV mage, ferro, Shuca Koko etc. So it's not weak to offense too.
3)Balance - what does balance do vs Hoopa-Unbound? Try to kill it with Mons like U turn scizor / lando which get crippled by static Zap. And once hoopa gets going it'll take the game to the point where its The KokoLucha show.
http://replay.pokemonshowdown.com/gen7ou-752619991
Here, the team
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 104 HP / 12 Def / 200 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt
This is the center of the team. Shuca Koko is the best set rn and also the added bulk makes Koko handle lucha better if needed. Volt Switch > U turn for more power and Shuca doesn't lose momentum vs ground types.
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt
So if we got a good pivot in Koko, why not add Hoopa-Unbound, one of the best breakers who likes volt Switch support. ALSO improves team's mu vs stall, skarm is 2HKO d after rocks.
Zapdos @ Leftovers
Ability: Static
EVs: 240 HP / 236 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Heat Wave
- Discharge
- Defog
- Roost
Our Defog service. Hazard removal is necessary for most archetypes and we're getting it as a zapdos, which compresses defogger + physical tank + with static a punisher to U turnes looking to kill Hoopa-Unbound.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
Here we have our specially defensive mon, mainly for checking the SG Z focus magearna s running around.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Gyro Ball
- Stealth Rock
Now we have a hazard setter + another magearna check. Also prevents band zygarde from running through the team. A good punish to U turners again with iron Barbs. Gyro ball to make sure zygarde doesn't DD on it and Power Whip for those pesky ash grens.
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 140 HP / 252 Atk / 4 SpD / 112 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Swords Dance
- Roost
The team was lacking a hard core sweeper, which couldn't be better than lucha along with Koko. They pretty much eliminate each others checks. Tho being the only sweeper on the team and that too a one time sweeper, needs to be used carefully tho. Roost to avoid the rough skin Iron Barbs Rocky helmets damage etc and set up on bulky Landorus-Therian (non Z fly).
Finally, this team gets most things like speed control defensive backbone, and offense split in physical / special. Have fun rating.
Shout out to BMidak who helped me out with this Team. Also please do suggest any major / minor changes which can make the team better.
Again, the entire team in a nutshell
Tapu Koko @ Shuca Berry
Ability: Electric Surge
EVs: 104 HP / 12 Def / 200 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt
Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt
Zapdos @ Leftovers
Ability: Static
EVs: 240 HP / 236 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Heat Wave
- Discharge
- Defog
- Roost
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 224 SpD / 36 Spe
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Gyro Ball
- Stealth Rock
Hawlucha @ Electric Seed
Ability: Unburden
EVs: 140 HP / 252 Atk / 4 SpD / 112 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Swords Dance
- Roost
Now I'd say about this team's match up vs other archetypes -
1)Stall - Hoopa-Unbound has become a nightmare for stall. Skarmory, which is the common check to phys Attackers gets 2HKO d. Again drain punch improves its longitivity in the matchup. Gunk Shot will get rid of unaware clef and from there kill them with lucha if you want to finish it fast.
2)Hyper offense - KokoLucha do well vs hyper offense due to the fact that HO lacks direct answers to them. Screens are removed by zap and magearna / zygarde type mons have the answers in form of AV mage, ferro, Shuca Koko etc. So it's not weak to offense too.
3)Balance - what does balance do vs Hoopa-Unbound? Try to kill it with Mons like U turn scizor / lando which get crippled by static Zap. And once hoopa gets going it'll take the game to the point where its The KokoLucha show.
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