SM OU Tapu Fini and Tapu Koko Offensive OU

Hey, it's HellishHeracross back with another RMT! I'm actually really excited about this one, as it's a team I've had decent success with. Anyway, without further ado, here's the team!

marowak-alola.gif kartana.gif Landorus_Therian_Forme_XY.gif tapukoko.gif tapufini.gif metagross-mega.gif




marowak_by_hereiskoko-dakt7zr.png

Ghost (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 68 Atk / 192 SpD
Adamant Nature
- Shadow Bone
- Flare Blitz
- Earthquake
- Stealth Rock

Ah yes, the mon that's been ignored since gen 1. Now back with a better form and cooler typing. Anyway, this guy's my SR setter, as well as my primary defense against Pheromosa. Those evs in Attack allow him to 1HKO Toxapex with EQ if I predict a switch. Flare Blitz and Shadow Bone are his STAB moves, and provide excellent coverage. Adamant to boost attack, Lightning Rod as an extra line of defense against electric moves. All in all, this guy kicks ass.


kartana_by_roroto531-dat967w.jpg

ShittyOrigami (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Smart Strike

Now, I have to admit that when I first saw this guy, I didn't like him very much. After using him for a few hours though, I realized we might finally have a viable grass type other than ferro and mega venasaur. 4x fire weakness sucks ass, but hey, this guy still packs a punch. He outspeeds practically anything that hasn't been boosted. After a SD, he can 1HKO anything that's weak to one of his moves. Beast Boost raises his attack even more after he kills something. Overall, this guy's a total beast, and he's definitely starting to grow on me.


landorus_t__transparent_by_enneigard-d92tjfn.png

Yogurt (Landorus-Therian) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

I've been a massive fan of Lando-T's design since I first saw him back in gen 5. He's taken his place on the vast majority of my competitive teams. Intimidate, while not the best of abilities, can definitely do some damage on a physical attacker. SD and RP make this Pokemon so broken that I almost feel bad using him. EQ and Stone Edge are two ridiculously powered physical moves that get boosted by SD. Maxed out speed and attack already make him a beast, so imagine the power after a couple Sword Dances and Rock Polishes. Rockium Z provides an excellent late-game move with ridiculous power. Overall, Lando may be the best 'mon on the team.


Tapu.Koko.full.2021183.jpg

KFC (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Thunderbolt
- Hidden Power [Ice]

Tapu Koko has some amazing typing, and a fantastic learnset. This guy is one of the best special attackers out there right now, and for good reason. He'll outspeed practically anything. Volt Switch is to get him out of dangerous scenarios, Roost to heal up right when the opponent thinks they've taken him out. Thunderbolt is a powerful STAB move, with much higher accuracy than Thunder. HP Ice provides some useful coverage against dragons and 'mons that resist Thunderbolt, such as Lando and Kartana. I really do love this guy. He kicks ass.


tapu_fini_pokemon_sun_pokemon_moon_by_tatanrg-dank43y.jpg

Tap Water (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Defog
- Moonblast

This thing. F*cking hell. 68 evs in speed make it outspeed pretty much anything that hasn't invested in speed. It's ridiculously bulky, and can tank moves like a champ. Scald is a decent STAB move that has a chance to burn. Taunt keeps the opponent from using any stat-boosting moves, while defog removes hazards and nerfs any stat changes already on the field. Moonblast is another STAB move with extremely high power. This thing is more of a tank and hazard remover than an all-out attacker, but still. It can kick ass just as well as anything else on the team.



mega_metagross_by_all0412-d7q2xs4.jpg

oh shit he (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Earthquake

This guy here is my mega of choice, and a fantastic late-game sweeper. Once any threats to him are out of the way, it's game over for my opponent. It's very bulky, resists stat changes, and has a ridiculous attack stat. Meteor Mash and Zen Headbutt are some powerful STAB moves, while Ice Punch and EQ provide some much-needed coverage. After going mega, its already massive attack stat is hugely boosted, allowing it to 1HKO most of the metagame. All in all, Metagross is the star of the team.


Anyway, there's the team. I'm having great success so far, I just want to know if there's anything to improve on. I'll post an importable down below, feel free to try it out. And thanks so much in advance for taking the time to read this and rate my team. I'm on Showdown (SlikverGaming) if you want to try your team against mine. Thank you!


marowak-alola.gif kartana.gif Spr_b_6x_645T.png tapukoko.gif tapufini.gif MMetagross_Back_ORAS.gif


Importable:

Ghost (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 68 Atk / 192 SpD
Adamant Nature
- Shadow Bone
- Flare Blitz
- Earthquake
- Stealth Rock

ShittyOrigami (Kartana) @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Sacred Sword
- Smart Strike

Yogurt (Landorus-Therian) @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

KFC (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Roost
- Thunderbolt
- Hidden Power [Ice]

Tap Water (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Defog
- Moonblast

oh shit he (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Earthquake
 

Attachments

  • Tapu.Koko.full.2021183.jpg
    Tapu.Koko.full.2021183.jpg
    515.8 KB · Views: 2,897
  • mega_metagross_by_all0412-d7q2xs4.jpg
    mega_metagross_by_all0412-d7q2xs4.jpg
    58.5 KB · Views: 589
  • url.jpg
    url.jpg
    5.3 KB · Views: 514
Last edited:
Now that I'm laddering a bit more, i'm realizing that megagross and tapu lele are massive threats to the team. And recommendations would be greatly appreciated.
 
Hey there cool team. I noticed this team has trouble dealing with offensive Ground Types such as Landorus-T and offensive Garchomp. One of the biggest reasons this team can have trouble vs these are because your main ground resist, is not physically defensive meaning it takes a ton from non-ground hits. Another problem I see is that this team is pretty slow. Things like Tapu Koko, Pheromosa, Greninja, and Alakazam outpace this whole team and could potentially be an issue if you have nothing to revenge kill them. Mega Scizor is also a huge threat to this team, as it can easily outpace Marowak-Alola and hit it with Knock Off after a Swords Dance boost, while also being able to roost up, and setup on Mega Metagross.

798.png
-->
658.png
The first change I would suggest is changing Kartana for Ash-Greninja. This provides you with the speed control that was lacking, while also dealing with threats like Alakazam, and Tapu Koko. One of the best factors about Ash-Greninja is that it can pressure offensive ground types, which help your Tapu Koko a lot. This wouldn't hurt your team too much as Kartana didn't really provide the needed support in checking things like bulky waters as you have enough ways to handle them, mainly Tapu Koko, and Tapu Fini. U-Turn also works great with this set as it can provide a nice switchin to other things like Tapu Koko, and Marowak.

645-s.png
As I stated before, this team doesn't really like taking on opposing Landorus-T, or Garchomp so I think physically defensive would be superior. One of the biggest things Landorus-T has to boast is it's ability Intimidate which shuts down things like Garchomp, Dugtrio, and Landorus-T just by switching in. Of course, this doesn't stop things like Swords Dance Landorus-T so I'd suggest running Hidden Power Ice. Hidden Power Ice can so running 16 Speed lets you creep other Defensive Landorus so you can beat them first. I don't think Stone Edge is really needed as you have a Tapu Koko with Thunderbolt to deal with Mega Pinsir.

105-a.png
Since you have a Stealth Rock Landorus-T, I don't think Stealth Rocks is needed on this anymore. In fact I think Swords Dance would be a fantastic option. This gives you a powerful wallbreaker and a way to hit things like Toxapex really hard with a +2 Earthquake. Since I did mention Bulky Mega Scizor is a huge threat, I would opt for 180 Speed with a Jolly nature, as this allows you to outpace standard defensive mega scizor. Also Fire Punch > Flare Blitz is usually preferred due to the lack of recoil.

376-m.png
Just a few quick changes on this. Firstly, running Max Speed lets you outpace a LOT of things and it gives you a nice speed tier letting you speed tie with latios and outpace the likes of Tapu Lele, Charizard, and Mega Pinsir. Also running Hammer Arm over Earthquake can help you hit Ferrothorn which your team struggles to beat since your main way of hitting it is weak to Stealth Rock.

785.png
Just a small set change on this would be fine. In all honesty, I think Brave Bird over Roost will greatly help this team as you can 2hko things like Mega Venusaur, and Alolan-Marowak after taking Stealth Rock damage. Also , running U-Turn over Volt Switch is usually preferred as it lets you escape from the likes of Dugtrio and put chip damage on Marowak-A. Also 44 Attack is used to 2hko Marowak-A after Stealth rock damage.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 80 SpD / 180 Spe
Jolly Nature
- Shadow Bone
- Earthquake
- Fire Punch
- Swords Dance

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Brave Bird
- U-turn
- Thunderbolt
- Hidden Power [Ice]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Defog
- Nature's Madness

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Hammer Arm

have fun :)
P.S sorry for super long rate
 
Hey there cool team. I noticed this team has trouble dealing with offensive Ground Types such as Landorus-T and offensive Garchomp. One of the biggest reasons this team can have trouble vs these are because your main ground resist, is not physically defensive meaning it takes a ton from non-ground hits. Another problem I see is that this team is pretty slow. Things like Tapu Koko, Pheromosa, Greninja, and Alakazam outpace this whole team and could potentially be an issue if you have nothing to revenge kill them. Mega Scizor is also a huge threat to this team, as it can easily outpace Marowak-Alola and hit it with Knock Off after a Swords Dance boost, while also being able to roost up, and setup on Mega Metagross.

798.png
-->
658.png
The first change I would suggest is changing Kartana for Ash-Greninja. This provides you with the speed control that was lacking, while also dealing with threats like Alakazam, and Tapu Koko. One of the best factors about Ash-Greninja is that it can pressure offensive ground types, which help your Tapu Koko a lot. This wouldn't hurt your team too much as Kartana didn't really provide the needed support in checking things like bulky waters as you have enough ways to handle them, mainly Tapu Koko, and Tapu Fini. U-Turn also works great with this set as it can provide a nice switchin to other things like Tapu Koko, and Marowak.

645-s.png
As I stated before, this team doesn't really like taking on opposing Landorus-T, or Garchomp so I think physically defensive would be superior. One of the biggest things Landorus-T has to boast is it's ability Intimidate which shuts down things like Garchomp, Dugtrio, and Landorus-T just by switching in. Of course, this doesn't stop things like Swords Dance Landorus-T so I'd suggest running Hidden Power Ice. Hidden Power Ice can so running 16 Speed lets you creep other Defensive Landorus so you can beat them first. I don't think Stone Edge is really needed as you have a Tapu Koko with Thunderbolt to deal with Mega Pinsir.

105-a.png
Since you have a Stealth Rock Landorus-T, I don't think Stealth Rocks is needed on this anymore. In fact I think Swords Dance would be a fantastic option. This gives you a powerful wallbreaker and a way to hit things like Toxapex really hard with a +2 Earthquake. Since I did mention Bulky Mega Scizor is a huge threat, I would opt for 180 Speed with a Jolly nature, as this allows you to outpace standard defensive mega scizor. Also Fire Punch > Flare Blitz is usually preferred due to the lack of recoil.

376-m.png
Just a few quick changes on this. Firstly, running Max Speed lets you outpace a LOT of things and it gives you a nice speed tier letting you speed tie with latios and outpace the likes of Tapu Lele, Charizard, and Mega Pinsir. Also running Hammer Arm over Earthquake can help you hit Ferrothorn which your team struggles to beat since your main way of hitting it is weak to Stealth Rock.

785.png
Just a small set change on this would be fine. In all honesty, I think Brave Bird over Roost will greatly help this team as you can 2hko things like Mega Venusaur, and Alolan-Marowak after taking Stealth Rock damage. Also , running U-Turn over Volt Switch is usually preferred as it lets you escape from the likes of Dugtrio and put chip damage on Marowak-A. Also 44 Attack is used to 2hko Marowak-A after Stealth rock damage.

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 248 HP / 80 SpD / 180 Spe
Jolly Nature
- Shadow Bone
- Earthquake
- Fire Punch
- Swords Dance

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Brave Bird
- U-turn
- Thunderbolt
- Hidden Power [Ice]

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Defog
- Nature's Madness

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Hammer Arm

have fun :)
P.S sorry for super long rate


Thanks for the rate! I'll definitely take your suggestions for Metagross and Tapu Koko, so thank you for that. I'll try out the changes on both Marowak and Lando-T, although I'm really enjoying the Double Dance Landorus set I'm running. Ash-Greninja sounds fantastic, so thank you for that suggestion. How do you think a normal Protean Greninja would work?


Edit: After testing with the changes suggested for a few battles, I realized both Quagsire and Volcanion can decimate my entire team.
 
Last edited:
Thanks for the rate! I'll definitely take your suggestions for Metagross and Tapu Koko, so thank you for that. I'll try out the changes on both Marowak and Lando-T, although I'm really enjoying the Double Dance Landorus set I'm running. Ash-Greninja sounds fantastic, so thank you for that suggestion. How do you think a normal Protean Greninja would work?


Edit: After testing with the changes suggested for a few battles, I realized both Quagsire and Volcanion can decimate my entire team.
Protean ninja lacks the speed and I guess you could try grass knot over hp ice on koko but I really wouldn't recommend it
 
Protean ninja lacks the speed and I guess you could try grass knot over hp ice on koko but I really wouldn't recommend it

Ok. I've followed your recommended changes, with a couple small moveset and ev spread changes. I'll post an updated importable below.

Importable:

Ghost (Marowak-Alola) @ Thick Club
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Shadow Bone
- Bonemerang
- Fire Punch
- Will-O-Wisp

Narutoad (Greninja) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Yogurt (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
IVs: 30 Atk
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

KFC (Tapu Koko) @ Life Orb
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- U-turn
- Thunderbolt
- Hidden Power [Ice]

Tap Water (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 68 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Defog
- Nature's Madness

oh shit he (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Hammer Arm
 
I've actually switched Tapu Fini for a Tapu Bulu with this set:

CATTLECLYSM (Tapu Bulu) @ Miracle Seed
Ability: Grassy Surge
EVs: 252 HP / 76 Atk / 95 Def / 25 SpD / 60 Spe
Adamant Nature
- Wood Hammer
- Swords Dance
- Rock Slide
- Protect

It seems to actually be working quite well.
 
Back
Top