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Base Stats: 72 HP / 95 Atk / 67 Def / 103 SpA / 71 SpD / 122 Spe
Abilities: Torrent / Protean / Battle Bond
Notable Moves:
Pros:
- Excellent Speed allows Greninja to outspeed a large portion of the offensive metagame, which makes it excellent at grabbing momentum with U-turn. With a Choice Scarf, it outspeeds nearly the entire metagame and becomes a potent revenge killer.
- Despite the nerf, Protean remains incredibly useful to give Greninja STAB on the first move it uses, augmenting the power of its coverage moves and giving it a great deal of unpredictability with its wide movepool.
- Greninja's attacking stats are sufficient to OHKO or 2HKO most threats with the right move in conjunction with Protean.
- Greninja's common coverage is well suited to the meta, allowing it to threaten defensive powerhouses like Garganacl, Amoonguss, and Ting-Lu. In addition, unconventional options such as Extrasensory and Gunk Shot give it ample tools to lure checks such as Toxapex and Azumarill.
- Greninja makes a fine hazard setter, with access to Spikes and Toxic Spikes along with tools such as Ice Beam, Gunk Shot, and Taunt to deny common forms of hazard control in Great Tusk, Hatterene, and Corviknight.
Cons:
- Protean now only activates on the first move Greninja uses when switching in, severely limiting its damage output when using other moves afterward. In addition, Terastallizing cancels out Protean, which dissuades Greninja from making use of it.
- Greninja's frailty leaves it with little defensive presence to speak of, as powerful resisted moves from threats such as Chien-Pao and Dragapult deal sizable damage to it.
- While its movepool is excellent, it cannot hit everything that it wants to in a single set.
- Greninja lost its most dangerous attribute, the ability to become Ash-Greninja. Battle Bond is not only unobtainable but has been reworked to raise Attack, Special Attack, and Speed by one stage once per battle after a direct KO, meaning Greninja now receives only a temporary boost rather than transforming.
Terastal Potential:
- Because Terastal deactivates Protean, it is not often ideal to use on Greninja.
- Defensively, Tera Ghost could be useful to lure Sacred Sword from Chien-Pao, Mach Punch from Breloom, and Extreme Speed from Dragonite. It also makes Greninja immune to Rapid Spin, which can greatly benefit lead sets. Tera Fairy can also lure Chien-Pao and Breloom as well as Dragon-type moves from Dragapult.
- Offensively, Tera Water and Tera Dark are fine options to strengthen Greninja's natural STAB options, while Tera Electric could be potentially useful to allow Greninja to hit Toxapex, Dondozo, and Corviknight with a single move.
Potential Sets:
Choice Specs
Greninja @ Choice Specs
Ability: Protean
Tera Type: Ghost / Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Ice Beam / Hydro Pump
- Grass Knot / Hydro Pump / Extrasensory
- U-turn / Switcheroo / Hydro Pump
Choice Specs allows Greninja to ignore the Protean nerf and make the most of its powerful coverage, turning it into a fast and very strong breaker. Ice Beam OHKOes Amoonguss after Stealth Rock and Dragonite and boasts excellent neutral coverage. Grass Knot hits Water-types such as Dondozo, Quaquaval, and Tera Water Garganacl that may attempt to take advantage of Greninja and is its strongest move against Ting-Lu and Iron Hands. U-turn allows Greninja to generate momentum by forcing switches. Hydro Pump is Greninja's most consistently powerful move and OHKOes Fire-types such as Iron Moth and Volcarona. Extrasensory is an option to 2HKO Toxapex, while Switcheroo can hinder it and other defensive switch-ins such as Tera Fairy Slowking.
Choice Scarf
Greninja @ Choice Scarf
Ability: Protean
Tera Type: Ghost / Fairy
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- U-turn
- Ice Beam
- Gunk Shot / Rock Slide
- Spikes / Low Kick
Choice Scarf Greninja's blistering Speed makes it excellent at generating momentum with U-turn and revenge killing fast threats. Ice Beam is necessary to OHKO Dragapult. Gunk Shot hits Iron Valiant and Tera Grass Volcarona, while Rock Slide hits Volcarona if it has not Terastallized. Spikes allows Greninja to set hazards on forces switches or after it has done its job, while Low Kick OHKOes Chien-Pao and Roaring Moon after Stealth Rock. The given EVs secure the OHKO on Iron Valiant with Gunk Shot after Stealth Rock, and on Dragapult with Ice Beam.
Offensive Pivot
Greninja @ Heavy-Duty Boots
Ability: Protean
Tera Type: Fairy / Ghost
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Ice Beam
- Hydro Pump / Dark Pulse / Spikes
- Gunk Shot / Grass Knot / Low Kick
- U-turn
This set makes the most of Greninja's versatility and ability to force switches to pivot its offensive teammates into battle. Gunk Shot deals huge damage to Fairy-types such as Hatterene, Iron Valiant, and Azumarill and threatens walls such as Rotom-W with Poison. Grass Knot hits Dondozo and Garganacl hard, while Low Kick destroys Kingambit and Dark Pulse hits Gholdengo. Spikes puts pressure on Greninja's common switch-ins, such as Toxapex.
Hazard Lead
Greninja @ Focus Sash
Ability: Protean
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Taunt / Gunk Shot
- Spikes
- Toxic Spikes
Greninja's access to both Spikes and Toxic Spikes, fantastic Speed, and vast utility movepool make it a good lead for hyper offense teams. Ice Beam decimates Great Tusk, preventing it from clearing Greninja's hazards with Rapid Spin. Taunt stops moves such as hazards, Spore, and Defog from opposing leads, while Gunk Shot hits Hatterene.
Overview
Overall, Greninja looks extremely potent on its long-awaited return to OU. Its ability and coverage let it take full advantage of many of the best and most common Pokemon in the meta, including Garganacl, Gholdengo, Great Tusk, and Dondozo, like no other. It looks set to fill the void left by Chi-Yu as the tier's resident Dark-type special attacker, trading raw power for vast coverage and utility. At the same time, it can serve as an effective revenge killer, offensive pivot, or dedicated hazard setter; evidently, Greninja has retained the versatility that was its best friend in previous generations.
Will Greninja underperform, find itself on the radar, or somewhere in between? How is it affected by the absence of checks such as Ferrothorn, Tapu Fini, Tapu Bulu, Kyurem, and Clefable that have kept it in check in recent generations? How is it affected by the various Pokemon of the new generation, and by the Terastal mechanic? What new innovations might arise for a Pokemon with such amazing versatility and potential? All important questions to discuss!

Base Stats: 72 HP / 95 Atk / 67 Def / 103 SpA / 71 SpD / 122 Spe
Abilities: Torrent / Protean / Battle Bond
Notable Moves:
- Dark Pulse
- Extrasensory
- Grass Knot
- Gunk Shot
- Hydro Pump
- Ice Beam
- Low Kick
- Rock Slide
- Shadow Sneak
- Spikes
- Surf
- Switcheroo
- Taunt
- Toxic Spikes
- U-turn
- Water Shuriken
Level Up
(Evo) - Water Shuriken
(1) - Night Slash
(1) - Haze
(1) - Role Play
(1) - Pound
(1) - Growl
(1) - Water Gun
(1) - Quick Attack
(10) - Lick
(14) - Water Pulse
(19) - Smokescreen
(23) - Shadow Sneak
(28) - Spikes
(33) - Aerial Ace
(42) - Substitute
(49) - Extrasensory
(56) - Double Team
(68) - Hydro Pump
TMs
(TM001) - Take Down
(TM005) - Mud-Slap
(TM007) - Protect
(TM011) - Water Pulse
(TM012) - Low Kick
(TM014) - Acrobatics
(TM018) - Thief
(TM020) - Trailblaze
(TM022) - Chilling Water
(TM025) - Facade
(TM027) - Aerial Ace
(TM032) - Swift
(TM034) - Icy Wind
(TM035) - Mud Shot
(TM036) - Rock Tomb
(TM039) - Low Sweep
(TM043) - Fling
(TM047) - Endure
(TM050) - Rain Dance
(TM052) - Snowscape
(TM055) - Dig
(TM057) - False Swipe
(TM058) - Brick Break
(TM060) - U-turn
(TM069) - Ice Punch
(TM070) - Sleep Talk
(TM077) - Waterfall
(TM081) - Grass Knot
(TM085) - Rest
(TM086) - Rock Slide
(TM087) - Taunt
(TM088) - Swords Dance
(TM090) - Spikes
(TM091) - Toxic Spikes
(TM094) - Dark Pulse
(TM102) - Gunk Shot
(TM103) - Substitute
(TM110) - Liquidation
(TM123) - Surf
(TM130) - Helping Hand
(TM135) - Ice Beam
(TM142) - Hydro Pump
(TM143) - Blizzard
(TM145) - Water Pledge
(TM152) - Giga Impact
(TM154) - Hydro Cannon
(TM163) - Hyper Beam
(TM171) - Tera Blast
Egg Moves
- Counter
- Retaliate
- Spikes
- Switcheroo
- Toxic Spikes
(Evo) - Water Shuriken
(1) - Night Slash
(1) - Haze
(1) - Role Play
(1) - Pound
(1) - Growl
(1) - Water Gun
(1) - Quick Attack
(10) - Lick
(14) - Water Pulse
(19) - Smokescreen
(23) - Shadow Sneak
(28) - Spikes
(33) - Aerial Ace
(42) - Substitute
(49) - Extrasensory
(56) - Double Team
(68) - Hydro Pump
TMs
(TM001) - Take Down
(TM005) - Mud-Slap
(TM007) - Protect
(TM011) - Water Pulse
(TM012) - Low Kick
(TM014) - Acrobatics
(TM018) - Thief
(TM020) - Trailblaze
(TM022) - Chilling Water
(TM025) - Facade
(TM027) - Aerial Ace
(TM032) - Swift
(TM034) - Icy Wind
(TM035) - Mud Shot
(TM036) - Rock Tomb
(TM039) - Low Sweep
(TM043) - Fling
(TM047) - Endure
(TM050) - Rain Dance
(TM052) - Snowscape
(TM055) - Dig
(TM057) - False Swipe
(TM058) - Brick Break
(TM060) - U-turn
(TM069) - Ice Punch
(TM070) - Sleep Talk
(TM077) - Waterfall
(TM081) - Grass Knot
(TM085) - Rest
(TM086) - Rock Slide
(TM087) - Taunt
(TM088) - Swords Dance
(TM090) - Spikes
(TM091) - Toxic Spikes
(TM094) - Dark Pulse
(TM102) - Gunk Shot
(TM103) - Substitute
(TM110) - Liquidation
(TM123) - Surf
(TM130) - Helping Hand
(TM135) - Ice Beam
(TM142) - Hydro Pump
(TM143) - Blizzard
(TM145) - Water Pledge
(TM152) - Giga Impact
(TM154) - Hydro Cannon
(TM163) - Hyper Beam
(TM171) - Tera Blast
Egg Moves
- Counter
- Retaliate
- Spikes
- Switcheroo
- Toxic Spikes
Pros:
- Excellent Speed allows Greninja to outspeed a large portion of the offensive metagame, which makes it excellent at grabbing momentum with U-turn. With a Choice Scarf, it outspeeds nearly the entire metagame and becomes a potent revenge killer.
- Despite the nerf, Protean remains incredibly useful to give Greninja STAB on the first move it uses, augmenting the power of its coverage moves and giving it a great deal of unpredictability with its wide movepool.
- Greninja's attacking stats are sufficient to OHKO or 2HKO most threats with the right move in conjunction with Protean.
- Greninja's common coverage is well suited to the meta, allowing it to threaten defensive powerhouses like Garganacl, Amoonguss, and Ting-Lu. In addition, unconventional options such as Extrasensory and Gunk Shot give it ample tools to lure checks such as Toxapex and Azumarill.
- Greninja makes a fine hazard setter, with access to Spikes and Toxic Spikes along with tools such as Ice Beam, Gunk Shot, and Taunt to deny common forms of hazard control in Great Tusk, Hatterene, and Corviknight.
Cons:
- Protean now only activates on the first move Greninja uses when switching in, severely limiting its damage output when using other moves afterward. In addition, Terastallizing cancels out Protean, which dissuades Greninja from making use of it.
- Greninja's frailty leaves it with little defensive presence to speak of, as powerful resisted moves from threats such as Chien-Pao and Dragapult deal sizable damage to it.
- While its movepool is excellent, it cannot hit everything that it wants to in a single set.
- Greninja lost its most dangerous attribute, the ability to become Ash-Greninja. Battle Bond is not only unobtainable but has been reworked to raise Attack, Special Attack, and Speed by one stage once per battle after a direct KO, meaning Greninja now receives only a temporary boost rather than transforming.
Terastal Potential:
- Because Terastal deactivates Protean, it is not often ideal to use on Greninja.
- Defensively, Tera Ghost could be useful to lure Sacred Sword from Chien-Pao, Mach Punch from Breloom, and Extreme Speed from Dragonite. It also makes Greninja immune to Rapid Spin, which can greatly benefit lead sets. Tera Fairy can also lure Chien-Pao and Breloom as well as Dragon-type moves from Dragapult.
- Offensively, Tera Water and Tera Dark are fine options to strengthen Greninja's natural STAB options, while Tera Electric could be potentially useful to allow Greninja to hit Toxapex, Dondozo, and Corviknight with a single move.
Potential Sets:
Choice Specs
Greninja @ Choice Specs
Ability: Protean
Tera Type: Ghost / Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Ice Beam / Hydro Pump
- Grass Knot / Hydro Pump / Extrasensory
- U-turn / Switcheroo / Hydro Pump
Choice Specs allows Greninja to ignore the Protean nerf and make the most of its powerful coverage, turning it into a fast and very strong breaker. Ice Beam OHKOes Amoonguss after Stealth Rock and Dragonite and boasts excellent neutral coverage. Grass Knot hits Water-types such as Dondozo, Quaquaval, and Tera Water Garganacl that may attempt to take advantage of Greninja and is its strongest move against Ting-Lu and Iron Hands. U-turn allows Greninja to generate momentum by forcing switches. Hydro Pump is Greninja's most consistently powerful move and OHKOes Fire-types such as Iron Moth and Volcarona. Extrasensory is an option to 2HKO Toxapex, while Switcheroo can hinder it and other defensive switch-ins such as Tera Fairy Slowking.
Choice Scarf
Greninja @ Choice Scarf
Ability: Protean
Tera Type: Ghost / Fairy
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- U-turn
- Ice Beam
- Gunk Shot / Rock Slide
- Spikes / Low Kick
Choice Scarf Greninja's blistering Speed makes it excellent at generating momentum with U-turn and revenge killing fast threats. Ice Beam is necessary to OHKO Dragapult. Gunk Shot hits Iron Valiant and Tera Grass Volcarona, while Rock Slide hits Volcarona if it has not Terastallized. Spikes allows Greninja to set hazards on forces switches or after it has done its job, while Low Kick OHKOes Chien-Pao and Roaring Moon after Stealth Rock. The given EVs secure the OHKO on Iron Valiant with Gunk Shot after Stealth Rock, and on Dragapult with Ice Beam.
Offensive Pivot
Greninja @ Heavy-Duty Boots
Ability: Protean
Tera Type: Fairy / Ghost
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Ice Beam
- Hydro Pump / Dark Pulse / Spikes
- Gunk Shot / Grass Knot / Low Kick
- U-turn
This set makes the most of Greninja's versatility and ability to force switches to pivot its offensive teammates into battle. Gunk Shot deals huge damage to Fairy-types such as Hatterene, Iron Valiant, and Azumarill and threatens walls such as Rotom-W with Poison. Grass Knot hits Dondozo and Garganacl hard, while Low Kick destroys Kingambit and Dark Pulse hits Gholdengo. Spikes puts pressure on Greninja's common switch-ins, such as Toxapex.
Hazard Lead
Greninja @ Focus Sash
Ability: Protean
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Taunt / Gunk Shot
- Spikes
- Toxic Spikes
Greninja's access to both Spikes and Toxic Spikes, fantastic Speed, and vast utility movepool make it a good lead for hyper offense teams. Ice Beam decimates Great Tusk, preventing it from clearing Greninja's hazards with Rapid Spin. Taunt stops moves such as hazards, Spore, and Defog from opposing leads, while Gunk Shot hits Hatterene.

Overall, Greninja looks extremely potent on its long-awaited return to OU. Its ability and coverage let it take full advantage of many of the best and most common Pokemon in the meta, including Garganacl, Gholdengo, Great Tusk, and Dondozo, like no other. It looks set to fill the void left by Chi-Yu as the tier's resident Dark-type special attacker, trading raw power for vast coverage and utility. At the same time, it can serve as an effective revenge killer, offensive pivot, or dedicated hazard setter; evidently, Greninja has retained the versatility that was its best friend in previous generations.
Will Greninja underperform, find itself on the radar, or somewhere in between? How is it affected by the absence of checks such as Ferrothorn, Tapu Fini, Tapu Bulu, Kyurem, and Clefable that have kept it in check in recent generations? How is it affected by the various Pokemon of the new generation, and by the Terastal mechanic? What new innovations might arise for a Pokemon with such amazing versatility and potential? All important questions to discuss!
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