SM OU Rise of KokoLucha):-)

Is this team good?


  • Total voters
    9
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.
 
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Hi Satwik Srivastava, cool team. I like where this team was going, although some pokemon choices seem a bit repetitive (such as Koko + Zapdos and Magearna + Ferrothorn) which left the team with some weaknesses. Hopefully I can point them out and suggest changes to help fix them.


Threats to the team:

485.png: Heatran can run through the team quite easily as you have no real fire resist, it gets a free switch in on Ferrothorn or Magearna (unless you volt switch) and pretty much claims a kill with Magma Storm.

308-m.png: Medicham is also quite annoying for the team. Your fighting resists are Zapdos who is 2HKOd by Ice Punch, or HJK into Ice Punch after rocks/chip and Tapu Koko who takes alot and is forced to Roost and stay near full, losing momentum.

718.png: Zygarde isn't as threatening as the previous two, but the banded set is still annoying. Ferrothorn takes almost half from Thousand Arrows meaning it gets 2HKOd after chip damage, the rest of the team is OHKOd/2HKOd easily.

Major Changes

380-m.png> 145.png: The first main change I suggest is swapping your defogger from Zapdos to M-Latias. Zapdos seems a bit out of place, as you already have Roost Koko on the team. M-Latias gives you a solid fire resist and Heatran switch-in while still being a solid defogger. The set I'm suggesting is Roost, Defog, Surf, Ice Beam with Max HP and Speed. This type of set has been getting used more recently and fits decently on the team. Surf hits Heatran and Tyranitar while Ice Beam takes care of Zygarde, Gliscor, Landorus, Bulu and other flying or grass types.


036-1.png> 801.png: The next change I suggest is using Clefable over Magearna. As I mentioned, Magearna seems a bit out of place since you already have Ferrothorn as a SpDef steel type. Clefable is still a great dark resist and it gives you a solid answer to both Zygarde and Medicham. Fightinium-Z Magearna doesn't run Calm Mind meaning it can't beat Clefable anyway. Finally, I chose Flamethrower as the last move since SD M-Scizor becomes a threat without Zapdos.

Minor Changes

598.pngSpikes > Stealth Rock: Now that you have Clefable as a rock setter, you can run Spikes on Ferrothorn. With Spikes up Hoopa becomes even harder for teams to switch into.


785.png701.pngSpread Change: Both your Tapu Koko and Hawlucha spreads don't run as much speed as the standard ones. Tapu Koko should have 216 to outspeed up to Greninja and Weavile. Hawlucha should have 124 to outspeed up to Sand Rush Excadrill with Unburden, along with some SpDef to live Clefable's Moonblast.


~~


To finish I wanted to mention some weaknesses after the changes. The team still lacks a scarfer, so the best speed control is Hawlucha after unburden or Tapu Koko. This means the team may be threatened by very fast, strong pokemon (ex: M-Alakazam) or certain setup sweepers.

SD M-Scizor is annoying for the team without Zapdos to Heat Wave it, which is why I made Clefable Flamethrower to limit its setup chances.

M-Alakazam is also annoying, both Hoopa and Ferrothorn can switch into Psychic but neither appreciate a Focus Blast. M-Latias can also switch in but gets 2HKOd by Shadow Ball after any chip damage. So you'll usually need to switch around between the three until you force it out.


I hope these changes are helpful, good luck :]

Importable
785.png720-u.png380-m.png036-1.png598.png701.png
 
Congratulations on your score, I hope you will continue like this.

Furthermore, I would like to propose some improvement that the team needs.
The team seems focused on the offensive power of Hoopa a and Lucha, with the addition of the pivot such as Koko.
Let's begin.


Weaknesses

006-mx.png
CharizardX completely ruin your team if you can set up with a DD, you can not even fight it with DefZapdos and you have no safe income, I think it is right to provide a fair protection.

If I talked about Char, I can not neglect his version Y,
006-my.png
in fact with two blows to the type fire and a lack of resistance, allow him to spam Fire Blast / Flamethrower without any ability to hold, and before Koko entered to resolve the situation his CharY will have sicrumanete given a great advantage in game.

036.png
Clefable
can be problematic due to the fact that you have to rely on Hoopa to kill it, the calm mind set can wallarti in case you miss the Gunk Shot, you can steal the Ferrothorn Gyro Ball and the Iron Head of Mag since it's more slow.

As already mentioned, the weakness to the fire type is obvious, you have no income on Heatran's Magmastrom and ScarfBlace can sweep without problems before Lucha's unburden makes its effect.


Changes

The first change I'm going to do is
785.png
, the core with Lucha needs an answer to Mew, Clefable and Zapdos, so the set I'm going to give him is Elecrtium Z, able to give you a possible HOKO.
U-turn in this case is preferred because I can make the most of its pivot status even against Ground type and in the case scout the Landorus-T set.

720-u.png
Fire Punch
> Drain Punch is essentially to deal 2HOKO in Magearna, eliminate Ferrothorn, M-Mawile after sr, Mega-Scizor and Steela.
Drain Punch would be served on Heatran, but you can very well hit him with the dark stab.

Now let's move on to the real changes in the slots.
--->
145.png
, (252HP/112Def/144Spe) you need an immunity to the electrical attacks of Koko, moreover it allows you to have a good coverage for CharX and DDZygarde.
Is the defogger and thanks to its 144 investments in speed and nature in favor, it can outspeed Heatran and Jolly M-Ttar.

748.png
--->
801.png
because of your no-presence of a check for CharY, but not only, thanks to Haze can avoid Clef's boost with cm (also annoying for your Koko), avoids Scizor Sword Dance.
What's more is a perfect entry for Keldeo and M-Lopunny (especially in the defensive core before the change), you can use toxic on many walls like Gastrodon and Quagshire, without forcing on Hoopa to risk the burn.



>>>The Team<<<



 
Last edited:
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Thanks, StepC. Now about CharY and Heatran, DragonKnightmaster has suggested Mega latias as defogger, but I'm going to try Landorus-Therian too in the slot. Now about toxapex, it looks like a good suggestion so I'm counting on in too. Thanks.
 
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