Hard check
Krookodile @ Choice Band
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- Pursuit
Ok this is a 100% check since it always goes in, intimidates always kills, and could also pursuit at 4/5s of the attacks for massive damage. Worst case scenario is drain punch, which happens 1/5 of the time (if we consider all the options, being gunkshot dpunch hprspacefury firepunch and zenheadbutt)
So, positive points are that Krook is good at Knockoffing walls all around, pursuit trap lati's after they killed something. And can check a little variety of stuff.
Main bonus tho is that Hoopa U will always be killed if rocks are up and if he failed the prediction with Drainpunch, just because it has got pursuit: so if anybody needs an offensive mon whose purpose is just to switch into hoopa, and debilitate it, this one works just fine.
[Since krook outspeeds by a chunk hoopa there is not a particular reason for me to run max speed. But i do it anyway, a bit more defense wouldn't hurt though]
Proofs:
Defensive
Gunk shot and Zen headbutt are obsolete ,
-1 252 Atk Choice Band Hoopa Unbound Drain Punch vs. 4 HP / 0 Def Krookodile: 230-272 (69.2 - 81.9%) -- guaranteed 2HKO after Stealth Rock
-1 252 Atk Choice Band Hoopa Unbound Hyperspace Fury vs. 4 HP / 0 Def Krookodile: 114-135 (34.3 - 40.6%) -- guaranteed 3HKO after Stealth Rock
Fire punch does the same as this last one
Offensive
If attack received is drainpunch, it's better off to go for the kill (although, as i said earlier, pursuit is overall the best option)
252 Atk Choice Band Krookodile Knock Off (97.5 BP) vs. 0 HP / 0 Def Hoopa Unbound: 333-393 (110.6 - 130.5%) -- guaranteed OHKO
If attack is anything else, then...
252 Atk Choice Band Krookodile Pursuit vs. 0 HP / 0 Def Hoopa Unbound: 138-163 (45.8 - 54.1%) -- 50.8% chance to 2HKO
Expecially if attack is hyperspace fury then.. dead hoopa 100% if it switches
252 Atk Choice Band Krookodile Pursuit vs. -1 0 HP / 0 Def Hoopa Unbound: 207-244 (68.7 - 81%) -- guaranteed 2HKO
Extra: (Also because Drainpunch opens fieldtime to boosters in your team to come in, so after you get dpunched switching in, it's probably anyway nice to pursuit trap hoopa since it will get almost killed or, if rocks are up, totally killed by switchin out, and it'll hardly stay in since by that time you would boost up with a ddancer or somethin, which usually is not such an ideal situation for the opponent to be in)
Il coccodrillo come fa? Papapapapaaapaaa