Ubers Tapu Koko


[OVERVIEW]

* Tapu Koko has a stellar Speed tier reinforced by powerful wallbreaking moves such as Nature's Madness and Electric Terrain-boosted Gigavolt Havoc.
* A fast Taunt + U-turn is great for momentum.
* Due to its typing, Tapu Koko is a decent offensive check to Yveltal, Primal Kyogre, and Ho-Oh
* Electric Surge can greatly disrupt defensive RestTalk users.
* Tapu Koko has a hard time getting past Ground-types.
* Even with Electric Terrain, base 95 Special Attack is terrible, forcing Tapu Koko to run Nature's Madness and Thunder to do noticeable damage.
* Tapu Koko is quite frail, with few resistances and immunities to provide opportunities to switch in safely.
* Tapu Koko faces competition from more powerful and versatile wallbreakers such as Deoxys-A and Rayquaza.


[SET]
name: Gigavolt Havoc
move 1: Thunder
move 2: Nature's Madness
move 3: Taunt
move 4: U-turn
item: Electrium Z
ability: Electric Surge
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Electric Terrain-boosted Thunder hits quite hard despite Tapu Koko's low Special Attack, and does massive damage to Ho-Oh, Primal Kyogre, and Yveltal.
* Nature's Madness is extremely valuable for Tapu Koko, hitting Ground-types and other Thunder switch-ins for a large portion of HP.
* A fast Taunt is key to preventing many defensive Pokemon, such as Giratina-O, Zygarde, and support Arceus formes, from accessing their support options.
* U-turn allows Tapu Koko to gain momentum on predicted switches and potentially escape Mega Gengar.

Set Details
========

* Maximum investment in Special Attack and Speed lets Tapu Koko hit the hardest it possibly can and forces a Speed tie with Mega Gengar, while the 4 EVs in Defense help slightly against many priority moves in the tier.
* Electrium Z converts Thunder into a 185-BP Gigavolt Havoc, making Thunder a more consistent option for one turn and potentially KOing some neutral targets after some residual damage, such as a chance to KO maximum HP Arceus after damage from Stealth Rock and a layer of Spikes.

Usage Tips
========

* The main job Tapu Koko does early-game is using Nature's Madness to heavily damage defensive cores, support Pokemon, and most bulky threats, while Thunder and Gigavolt Havoc are generally saved for later to secure KOs on Pokemon that don't resist Thunder.
* Save Gigavolt Havoc until Ground-types are heavily weakened or KOed; Gigavolt Havoc is extremely risky early-game.
* Tapu Koko is adept at warding off entry hazard removers due to the combination of Nature's Madness and Taunt, so maintaining offensive pressure on the opposing team is vital if entry hazards are up.
* Using U-turn is more advisable if predicted switch-ins are Ground-types or have been weakened by Nature's Madness.

Team Options
========

* Deoxys-S and Tapu Koko directly benefit each other; Deoxys-S's multipurpose entry hazards greatly benefit Gigavolt Havoc, while Tapu Koko keeps said entry hazards up by pressuring most Defog users.
* Primal Groudon provides Stealth Rock to assist Tapu Koko in removing Pokemon that don't resist Gigavolt Havoc, and Rock Polish variants can potentially win games just because of Nature's Madness's damage.
* Other entry hazard setters have the same interactions with Tapu Koko that Deoxys-S does, albeit to a lesser extent. Dialga and Cloyster are the most offensively-oriented setters of entry hazards, which will fit the best on offensive team archetypes.
* Arceus immensely appreciates Nature's Madness heavily damaging almost anything, bringing several offensive threats into Extreme Speed's KO range without having to use Swords Dance.
* Xerneas can take advantage of Nature's Madness rendering most of its checks unable to handle it directly, making Geomancy sets more threatening as a result.
* Primal Kyogre can deter Ground-types and force out Primal Groudon with Primordial Sea if Tapu Koko U-turns out of it. Calm Mind sets also appreciate Electric Terrain increasing Thunder's power.
* Mega Salamence works well with Tapu Koko, as Nature's Madness can bring some variants of support Arceus into Double Edge's KO range, while Salamence can soft check prominent Ground-types such as Primal Groudon.


[STRATEGY COMMENTS]
Other Options
=============

* Terrain Extender prolongs Electric Terrain's beneficial effects and can better support teammates that struggle against RestTalkers such as Zygarde, Primal Kyogre, and Z-Geomancy Xerneas.
* Calm Mind boosts Tapu Koko's offensive power and can better handle Arceus-Dark offensively than the standard set.
* Thunder Wave can catch most offensive threats bar Primal Groudon due to Tapu Koko's great Speed.
* Volt Switch is a more powerful option than U-turn at the cost of killing momentum against Ground-types.
* Dazzling Gleam covers Dragon-types such as Rayquaza and Zekrom and is Tapu Koko's only damaging move to Zygarde and Dark-types outside of Nature's Madness.
* Roost extends Tapu Koko's longevity and can remove multiple instances of entry hazard damage.

Checks and Counters
===================

**Ground-types**: While none of them appreciate Nature's Madness in any way, Ground-types are the biggest obstacle to Tapu Koko since they prevent it from using Thunder or Gigavolt Havoc, its most powerful moves. Primal Groudon, Zygarde, Arcues-Ground, and Landorus-T can handicap Tapu Koko for most of the match or KO it with their respective Ground-type moves.

**Fast Attackers**: Tapu Koko's base 130 Speed isn't the fastest in Ubers, as a few offensive threats can outspeed it. Deoxys-A can either KO Tapu Koko with Psycho Boost or pick it off with Extreme Speed, and Mega Gengar can force a Speed tie and potentially trap and KO Tapu Koko with Sludge Wave. Pheromosa can nullify Tapu Koko's entry hazard pressure with a faster Rapid Spin and KO with Poison Jab. Choice Scarf users such as Lunala and Xerneas can outspeed and potentially KO Tapu Koko with their strongest STAB options.

**Pokemon that resist Electric**: Pokemon with a resistance to Electric hinder Tapu Koko in the same way as Ground-types, but do take some damage from Thunder and Gigavolt Havoc. Notable threats that resist Electric and threaten or severely damage Tapu Koko include Dialga, Ferrothorn, Giratina-O, and Zekrom, with Zekrom directly benefiting from Electric Terrain.
 
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Minority

Numquam Vincar
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In team options I wouldn't mind seeing Primal Groudon, EKiller, and Mega Mence being given their own bullets. Also add Primal Kyogre. I'm kinda skeptical of the Zekrom mention here: how do you build a solid team using these two mons?

Instead of just Zekrom in C&C, you could probably just do a section for Electric-type resists. While you can dent these with Nature's Madness and Taunt them, they're still hard to get passed on your own.


QC: 1/3

 

GP 1/1
remove add comments

[OVERVIEW]

* Stellar Tapu Koko has a stellar (bullet points still need to be complete sentences) Speed tier reinforced by powerful wall(space)breaking moves such as Nature's Madness and Electric Terrain-boosted Gigavolt Havoc.
* A fast Taunt + U-turn is great for momentum.
* Due to its typing, Tapu Koko is able to decently a decent offensive check to Yveltal, Primal Kyogre, and Ho-Oh offensively.
* Electric Surge can greatly disrupt defensive RestTalk users.
* Tapu Koko has a hard time getting past Ground-types.
* Even with Electric Terrain, base 95 Special Attack is terrible, forcing Tapu Koko to run Nature's Madness and Thunder to do noticeable damage.
* Tapu Koko is quite frail, (comma) with few resistances and immunities for to provide opportunities to switch in safely.
* Faces It faces competition from more powerful and versatile wallbreakers such as Deoxys-A and Rayquaza.


[SET]
name: Gigavolt Havoc
move 1: Thunder
move 2: Nature's Madness
move 3: Taunt
move 4: U-turn
item: Electrium Z
ability: Electric Surge
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

* Thunder under Electric Terrain-boosted Thunder (it's not a weather, so you're not really "under" it) hits quite hard despite Tapu Koko's low Special Attack, and does massive damage to Ho-Oh, Primal Kyogre, and Yveltal.
* Nature's Madness is extremely valuable for Tapu Koko, hitting Ground-types and other Electric switchins Thunder switch-ins for a large portion of damage HP.
* A fast Taunt is key to preventing many defensive Pokemon, (comma) such as Giratina-O, Zygarde, and support Arceus formes, (comma) (not necessary but reads a bit better) from accessing their support options.
* U-turn allows Tapu Koko to gain momentum on predicted switches and potentially escape Mega Gengar.

Set Details
========

* Maximum investment in Special Attack and Speed lets Tapu Koko hit the hardest it possibly can while forcing and forces a Speed tie with Mega Gengar, while the 4 EVs in Defense helps slightly against many priority moves in the tier.
* Electrium Z converts Thunder into a 185-BP Gigavolt Havoc, making Thunder a more consistent option for one turn and can potentially KOing some neutral hits targets after some residual damage, (comma) such as a chance to KO maximum HP Arceus after damage from Stealth Rock and a layer of Spikes.

Usage Tips
========

* The main job Tapu Koko does early-(hyphen)game is using Nature's Madness to heavily damage defensive cores, support Pokemon, and most bulky threats, while Thunder and Gigavolt Havoc are generally saved for later to secure KOs on non-Electric resists Pokemon that don't resist Electric.
* Save Gigavolt Havoc until Ground-types are heavily weakened or KO'd KOed; Gigavolt Havoc is extremely risky early-(hyphen)game.
* Tapu Koko is adept at warding off entry hazard removal options removers due to the combination of Nature's Madness and Taunt, so maintaining offensive pressure on the opposing team is vital if entry hazards are up.
* Using U-Turn turn is more advisable if predicted switches switch-ins are Ground-types or have been weakened by Nature's Madness.

Team Options
========

* Deoxys-S and Tapu Koko directly benefit each other,; (comma) (semicolon) since Deoxys-S's multipurpose entry hazards greatly benefit Gigavolt Havoc, (comma) while Tapu Koko pressures most Defog users to keep said entry hazards up keeps said entry hazards up by pressuring most Defog users.
* Primal Groudon provides Stealth Rock to assist Tapu Koko in removing Pokemon that don't resist Gigavolt Havoc, and Rock Polish variants can potentially win games just because of Nature's Madness's damage.
* Other entry hazard setters have the same interactions with Tapu Koko that Deoxys-S does, albeit to a lesser extent. Dialga and Cloyster are the most offensively-oriented setters of entry hazards, which will fit the best on offensive team archetypes.
* Arceus-Normal immensely appreciates Nature's Madness heavily damaging almost anything, bringing several offensive threats into Extremespeed Extreme Speed's KO range without having to use Swords Dance.
* Xerneas can take advantage of Nature's Madness rendering most of its checks unable to handle it directly, making Geomancy sets more threatening as a result.
* Primal Kyogre can deter Ground-types and can force out Primal Groudon with Primordial Sea if Tapu Koko U-turns out of it with Primordial Sea. Calm Mind sets also appreciate Electric Terrain increasing Thunder's power.
* Mega Salamence works well with Tapu Koko, as Nature's Madness can bring some variants of support Arceus into Double Edge's KO range, (comma) while Salamence can soft check prominent Ground-types such as Primal Groudon.


[STRATEGY COMMENTS]
Other Options
=============

* Terrain Extender increases prolongs Electric Terrain's beneficial effects and can better support teams teammates that struggle against RestTalkers such as Zygarde, Primal Kyogre, and Z-Geomancy Xerneas.
* Calm Mind boosts Tapu Koko's offensive power and can better handle Arceus-Dark offensively than the standard set.
* Thunder Wave can catch most offensive threats bar Primal Groudon due to Tapu Koko's great Speed.
* Volt Switch is a more powerful option than U-turn at the cost of killing momentum against Ground-types.
* Dazzling Gleam covers Dragon-types such as Rayquaza and Zekrom while being and is Tapu Koko's only damaging move to Zygarde and Dark-types outside of Nature's Madness.
* Roost extends Tapu Koko's longevity and can remove multiple instances of entry hazard damage.

Checks and Counters
===================

**Ground-types**: While none of them appreciate Nature's Madness in any way, Ground-types are the biggest obstacle to Tapu Koko since they prevent it from using Thunder or Gigavolt Havoc, it's its most powerful moves. Primal Groudon, Zygarde, Arcues-Ground, and Landorus-T can handicap Tapu Koko for most of the match or KO it with their respective Ground-type moves.

**Fast Attackers**: Tapu Koko's base 130 Speed isn't the fastest in Ubers, as a few offensive threats can outspeed it. Deoxys-A can either KO Tapu Koko with Psycho Boost or pick it off with Extremespeed Extreme Speed, and Mega Gengar can force a Speed tie and potentially trap and KO Tapu Koko with Sludge Wave. Pheromosa can nullify Tapu Koko's entry hazard pressure with a faster Rapid Spin and can KO with Poison Jab. Choice Scarf users such as Lunala and Xerneas can outspeed and potentially KO Tapu Koko with their strongest STAB options.

**Electric-type Resists Pokemon That Resist Electric**: Electric-type resists Pokemon with a resistance to Electric hinder Tapu Koko in the same way as Ground-types, but do take some damage from Thunder and Gigavolt Havoc. Notable threats that resist Electric that and threaten or severely damage Tapu Koko include Dialga, Ferrothorn, Giratina-O, and Zekrom, with Zekrom directly benefiting from Electric Terrain's effectiveness.
 
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