SM OU Dat Scarf Koko Tho

Introduction

Hi people, it's TheCamelDude with my 2nd RMT of gen 7. This team is a little more serious than that voltturn team I posted last time, so enjoy.

The Team

greninja-ash.gif
heatran.gif
landorus-therian.gif
mawile-mega.gif
mew.gif
tapukoko.gif


Breakdown

greninja-ash.gif


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

This thing is turning out to be one of my favorite mons in the meta. Forces so many switches, hits like a truck, and can set up Spikes for good measure. And once Battle Bond gets going, don't get me started.

heatran.gif


Heatran @ Grassium Z
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Magma Storm
- Solar Beam
- Taunt

My lead when I'm against a hazard setter I can outspeed NOT named Landorus-Therian. Also a great answer to bulky waters if my opponent won't stay in long enough for Tapu Koko to kill them, and a soft check to like half the meta.

landorus-therian.gif


Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn

Classic defensive set. I don't end up leading it much, but it's another soft check to a lot of things, a slow bulky pivot, and my rocks setter. I don't run Sp.Def since that was recommended to take a Draco Meteor from Latios, and this team can already handle that.

mawile-mega.gif


Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Fire Fang
- Play Rough
- Sucker Punch
- Thunder Punch

Standard Mawile-Mega. Intimidate to cover it on the switch-in, then good coverage to nuke something and get out. Sucker Punch lets it be a fierce revenge killer, and Thunder Punch takes lives under Electric Terrain.

mew.gif


Mew @ Leftovers
Ability: Synchronize
EVs: 248 HP / 76 Def / 184 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Ice Beam
- Soft-Boiled
- Will-O-Wisp

This thing has been rising in popularity recently and is the third member of my defensive core. Speedy enough to outspeed Landorus-Therian and Zygarde-50%, with the rest dumped into bulk. Ice Beam can OHKO those 2 while it's at it, and even Garchomp (or maybe a 2HKO, I haven't tested it well enough, but it should OHKO). Defog to keep enemy hazards off my side of the field so Tapu Koko and Greninja don't get worn down too easily.

tapukoko.gif


Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe 64 Atk / 252 SpA / 192 Spe
Timid Nature Hasty Nature
IVs: 30 Atk
- Hidden Power [Ice] Dazzling Gleam
- Thunderbolt
- U-turn
- Volt Switch Grass Knot

Initially this was Choice Specs, since I fell in love with its ridiculous damage output. Then I noticed that if an opposing Greninja-Ash Battle Bonded, I automatically lost, and Dugtrio could trap me and reliably prevent me from U-turning if it was Choice Scarf. So to help remedy these, I changed it to scarf. Sure, it can't OHKO Zygarde-50% or Landorus-Therian anymore, but Mew can do that, so I'm not concerned. Tapu Koko makes for an excellent scout lead and revenge killer, as well as setting Electric Terrain for Mawile-Mega's Thunder Punch. Also my only answer to rain, so it has to be careful in that matchup.

Threats

Rain: I haven't had an opportunity to face it, but just looking at my team comp, It's devastating to me, bar Tapu Koko.

Charizard-Mega-X: Landorus-Therian can only soft check it, I need to wear it down for Mawile-Mega to Sucker Punch it dead.

Greninja-Ash: If an opponent gets off a Battle Bond before me, I'm basically screwed. ESPECIALLY if I've lost Tapu Koko or if hazards are against me.

Tyranitar-Mega: I'll be okay as long as it doesn't pack both Ice Punch and Crunch, since Mew can check it if it doesn't have Crunch and Landorus-Therian if it doesn't have Ice Punch. Beyond that. 1 or 2 Dragon Dances spell out GG for me.

Dugtrio: can trap and eliminate Heatran, Mawile-Mega (if sash), Tapu Koko not using U-turn (sometimes), and Greninja-Ash not using Water Shuriken (if sash).

Importable

https://pastebin.com/BTrDTAkN

Conclusion

So I've used this team a number of times, and it's worked out pretty well. I might have missed 1 or 2 threats, and I can reach mid to high 1300's on the ladder with it. Any suggestions on how to improve it would be highly appreciated.
 
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hiyer, the team looks cool, i just feel that if u use a scarf koko u shouldnt use hp ice/volt switch

Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 64 Atk / 252 SpA / 192 Spe
Hasty Nature
- Thunderbolt
- U-turn
- Dazzling Gleam/Grass Knot
- Brave Bird/Grass Knot

koko hits 378 speed with above spread, u outspeed greninja, which is the otherwise fastest relevant scarfer in ou. i feel u should preferably have dazzling gleam on koko to hit more stuff that hp ice cannot. koko also outspeeds kingdra in rain and can rk it with gleam. grass knot and brave bird allows u to rk m swampert &
volcarona.

if not running brave bird, the 64 atk evs can be put into hp for more bulk and a timid nature can be used insted.

hope it helps.
 
hiyer, the team looks cool, i just feel that if u use a scarf koko u shouldnt use hp ice/volt switch

Tapu Koko @ Choice Scarf
Ability: Electric Surge
EVs: 64 Atk / 252 SpA / 192 Spe
Hasty Nature
- Thunderbolt
- U-turn
- Dazzling Gleam/Grass Knot
- Brave Bird/Grass Knot

koko hits 378 speed with above spread, u outspeed greninja, which is the otherwise fastest relevant scarfer in ou. i feel u should preferably have dazzling gleam on koko to hit more stuff that hp ice cannot. koko also outspeeds kingdra in rain and can rk it with gleam. grass knot and brave bird allows u to rk m swampert &
volcarona.

if not running brave bird, the 64 atk evs can be put into hp for more bulk and a timid nature can be used insted.

hope it helps.
Thanks for the input, I'll try it out with Dazzling Gleam and Grass Knot, though Landorus-Therian may cause it a couple problems. The speed you recommended is definitely beneficial.
 
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