Ubers Taunt Koraidon

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ox04

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[SET]
name: Taunt
move 1: Taunt
move 2: Drain Punch
move 3: Flame Charge
move 4: Swords Dance / Bulk Up
item: Leftovers
ability: Orichalcum Pulse
nature: Adamant
evs: 48 HP / 252 Atk / 36 Def / 172 Spe
tera type: Fire / Fairy / Flying

[SET COMMENTS]
  • Taunt allows Koraidon to completely turn the tables on some of its otherwise-consistent answers, like Toxapex, Alomomola, and Dondozo, and still hold its own against faster threats thanks to Flame Charge and Drain Punch recovery. Taunt helps against Bulk Up Palafin, Annihilape, and Great Tusk. Taunt can also crucially prevent entry hazards, Defog, and Ting-Lu's Whirlwind.
  • Drain Punch compensates for its lack of coverage through healing. This allows it to beat Great Tusk one-on-one, assuming that you play around a potential Play Rough well. It also allows Koraidon to outlast Alomomola and Toxapex even through Regenerator, Rocky Helmet, and trapping moves. Alomomola often uses Play Rough, but Terastallizing against it is very safe because its only threatening Water-type move is Whirlpool.
  • Swords Dance is used as a fast setup option and to better take on Miraidon. Drain Punch can OHKO Miraidon after a Swords Dance if sun is still active or after Stealth Rock without sun. This sometimes leaves Koraidon vulnerable to physical attacks if the target can hit it super effectively, such as when facing opposing Koraidon or Great Tusk.
  • Bulk Up can be used as an alternative to Swords Dance to more easily set up on physical attackers, but this means that Koraidon can often come up short when trying to boost enough to KO Miraidon.
  • The EVs allow Koraidon to outspeed max Speed Timid Walking Wake, and the bulk allows it to avoid a OHKO from defensive Great Tusk's Play Rough and gives it a better shot at surviving Tera Ground Choice Scarf Protosynthesis Great Tusk Headlong Rush.
  • Tera Fire is great for the Fairy resistance so it can handle Flutter Mane and resist Great Tusk's Play Rough. It is also crucial for the immense power boost to Flame Charge, which allows it to OHKO Flutter Mane without a boost. However, this also makes Koraidon weak to Ground-type attacks from Great Tusk, Ting-Lu, and Iron Treads, which it could previously switch into. It also suffers from newly being weak to Stealth Rock.
  • Tera Fairy is a good option, as this removes Koraidon's 4x Fairy weakness and adds a resistance or immunity to other types commonly used to hit it, like Fighting and Dragon. This is useful in conjunction with Bulk Up to have a safe way to deal with Great Tusk. Swords Dance Koraidon gets less use from this, since it can be revenge killed easily by Choice Scarf Tera Fire Koraidon.
  • Tera Flying can be used to set up on Great Tusk and Ting-Lu even more easily, potentially allowing Koraidon to immediately end games against them. Tera Flying also provides a neutrality to Fairy and Dragon, but adding weaknesses to Miraidon's Electric moves and Iron Bundle's Ice moves is extremely risky, so it's only useful if Koraidon can take the one opportunity it gets to catch the opponent off guard and sweep.
  • The biggest problems this set faces are Skeledirge, Pelipper, and Ceruledge. Pelipper can be beaten if it is weakened first. Skeledirge can be forced to Terastallize by Dark-type teammates so Koraidon can overwhlem it with Tera Fire Flame Charge. Ceruledge completely walls this set, but it is rare and can be overpowered easily.
  • Dark-type physical attackers, such as Swords Dance Chien-Pao and Kingambit, make for excellent teammates. They can easily break through all three of the aforementioned checks. They also often share checks, like Dondozo and Toxapex, which can be handled more easily as a team effort. Koraidon also appreciates their strong priority to help weaken fast threats like Choice Scarf Koraidon, Flutter Mane, Choice item Great Tusk and Miraidon.
  • Great Tusk can also function well as a teammate, as it can be used to pressure Skeledirge and Pelipper. Its Rapid Spin support is always useful, but it sometimes can sink momentum, so it requires careful play. It's also a solid check to opposing Koraidon and can ease pressure from Kingambit to allow Koraidon to play more freely. Great Tusk can also benefit from the removal of physical walls, like opposing Great Tusk and Alomomola, which this Koraidon set handles well.
  • Suicide leads are great allies because Koraidon can use Taunt on Corviknight to prevent it from removing their entry hazards. In return, these leads chip all of Koraidon's foes so it can sweep easier. This synergy also allows for an amazing pairing with Choice Scarf Flutter Mane, which can easily clean late-game after the damage racks up from hazards and Koraidon. Walking Wake can also benefit from this, and it also provides teams with a one-time answer to Choice Specs Chi-Yu's Overheat, turning it into an opportunity to fire off its own attacks.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/corvere.306317/
https://www.smogon.com/forums/members/takatk.595062/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
 
Last edited:
you should explain your EVs if they're not max max.

my only comment would be to suggest speed boosting walking wake as partner, it functions as a pseudo speed control Mon that is faster than non-scarf korai, Mirai, flutter and bundle,which can be appealing considering this korai is not max speed.
tusk is another worth mentioning Mon as It works similarly to chienpao and gambit, as in, they share common checks in alomomola, donzo, etc

1/2
 
i would potentially mention specific suicide leads to further emphasize what pairs best with this koraidon, such as froslass/glimmora etc. I also might change this sentence:
  • Drain Punch is a key tool that allows Koraidon to compensate for the lack of coverage through healing. This allows it to beat Great Tusk one on one given that you play around a potential Play Rough well, in addition to allowing Koraidon to outlast Almomola and Toxapex even through Regenerator, Whirlpool or Infestation, and Rocky Helmet.
Since Alomomola also runs Play Rough quite often, it feels weird to purely emphasize it on Tusk and exclude Alomomola. Just rephrase this to include both of these statements.

otherwise, looks solid

2/2
 
i would potentially mention specific suicide leads to further emphasize what pairs best with this koraidon, such as froslass/glimmora etc.
I've been using lead Annihilape and Hydreigon which are not approved by the council but worked. That's why I didn't want to specify (any lead works).

Another thing, corvere I changed the HP EVs to 48 (from 44) so it isn't divisible by 4.
 
GP 1/1 GP Team done

Addition Removal Comment
(AC) (AH) Add Comma/Add Hyphen, (RC) (RH) Remove Comma/Remove Hyphen


[SET]
name: Taunt (if my move order is really that bad...)
move 1: Drain Punch

move 2: Flame Charge
move 3: Swords Dance / Bulk Up

move 4: Taunt
move 1: Taunt

move 2: Drain Punch
move 3: Flame Charge

move 4: Swords Dance / Bulk Up
item: Leftovers
ability: Orichalcum Pulse
nature: Adamant
evs: 48 HP / 252 Atk / 36 Def / 172 Spe
tera type: Fire / Fairy / Flying

[SET COMMENTS]
  • Taunt allows Koraidon to completely turn the tables on against some of its usually most otherwise-consistent answers, (AC) like Toxapex, Alomomola, (AC) and Dondozo, (AC) while still being able to and still hold its own against faster threats thanks to Flame Charge and Drain Punch recovery. Taunt can also prevent foes from setting up, laying down entry hazards, (AC) or trying to using Defog. This hugely helps when facing off against Bulk Up Palafin, Annihilape, and Great Tusk or and when trying to prevent Masquerian Masquerain and or Corviknight from doing their thing (say what their thing is, idk what it is). (also, consider compressing last two sentences since "Taunt can also..." is basically dex info, perhaps "Taunt can stop XYZ from setting up and ABC from setting entry hazards." Don't forget commas)
  • Drain Punch is a key tool that allows Koraidon to compensate for the its lack of coverage through healing. This allows it to beat Great Tusk one-on-one (AC) given assuming that you play around a potential Play Rough well. (period) , (RC) (not sure I like just saying this, how does it win one-on-one if they also have to not get hit by a move that the foe has; QC should follow up on phrasing) in addition to allowing It also allows Koraidon to outlast Alomomola and Toxapex even through Regenerator, Rocky Helmet, and trapping moves Whirlpool or Infestation, and Rocky Helmet (again this is super weird and I need QC input but Regenerator seems like a separate issue from Helmet + trapping chip; if that's accurate, rephrase or just drop those parts). Alomomola often uses Play Rough, (AC) but Terastallizing against it is very safe because the its only threatening Water-type move is Whirlpool.
  • Swords Dance is used as the main set up option to boost the fastest and as a fast setup option and to better take on Miraidon better. Drain Punch can OHKO Miraidon after a Swords Dance if sun is still active or after a round of Stealth Rock without sun. Although this sometimes leaves it especially vulnerable to physical attacks (why does Swords Dance make it more vulnerable to physical attacks?) However, it may be inadvisable to use Swords Dance if the target has a way to hit Koraidon back super-effectively (RH), (AC) (I imagine? lmk) such as when facing opposing Koraidon or if Great Tusk uses the appropriate move to hit it.
  • Bulk Up can be used as an alternative to Swords Dance to be able to set up much easier more easily on physical attackers, however but this means that Koraidon can often come up short when trying to get enough boosts boost enough to KO Miraidon.
  • The EVs allow Koraidon to outspeed max Speed Timid Walking Wake, and the bulk allows it to avoid a 4HKO from defensive Great Tusk's +1 Earthquake after a Bulk Up as well as and have gives it a better shot at surviving Tera Ground Choice Scarf Protosynthesis Great Tusk Headlong Rush.
  • Tera Fire is great for the Fairy resistance so it can handle Flutter Mane as well as and resist Great Tusk's Play Rough. It is also crucial for the immense power boost that to Flame Charge recieves, newly being able which allows it to OHKO Flutter Mane without a boost. A big downside of this is newly being However, this also makes Koraidon weak to Ground-type attacks from Great Tusk, (AC) 's Ground-type STAB as well as Ting-Lu, (AC) and Iron Treads' Earthquake, into which it could previously switch into. It also suffers from newly being weak to Stealth Rock.
  • Tera Fairy is a good option, (AC) because it can provide an edge for the moves commonly used to hit it (?) as this grants Koraidon a resistance or immunity to types commonly used to hit it, like Fairy, Fighting, and Dragon. (is this what you were going for?) in addition to becoming immune to Dragon-type attacks and resisting Fighting-type attacks. This is usually most useful in conjunction with Bulk Up to have a safe way to deal with Great Tusk. A drawback to this is that it Swords Dance Koraidon gets less use from this, since it can be revenge killed easily by Choice Scarf Tera Fire Koraidon if it opts for Swords Dance. (I imagine? again, lmk if not true)
  • Tera Flying can be used as an option to set up on Great Tusk and Ting-Lu even more easily, making it even more likely potentially allowing Koraidon to immediately end games against those them. Tera Flying also provides a neutrality to moves it is usually hit by (replace with specific types), but being weak adding weaknesses to Miraidon's Electric moves and Iron Bundle's Ice moves is extremely risky, so it's only useful if it's Koraidon can take taking the one opportunity it gets to catch the opponent off guard and sweep.
  • The biggest problems this set faces are Skeledirge, Pelipper, (AC) and Ceruledge. Pelipper can be beaten if it is weakened first. Skeledirge can be forced to Terastallize by Dark-type teammates, (RC) so it can potentially get overwhelmed by Koraidon can overwhelm it with Tera Fire Flame Charge. Ceruledge completely walls this set, but it is rare and can be overpowered easily.
  • This is why Dark-type physical attackers such as Swords Dance Chien-Pao and Kingambit make for excellent teammates. They can easily break through all three of Taunt Koraidon's the aforementioned checks. They also often share checks like Dondozo or and Toxapex, (AC) which can be handled much easier more easily as a team effort. Koraidon also appreciates their ability to use strong priority to help weaken fast threats that can cause issues like Choice Scarf Koraidon, Flutter Mane, Choice item Great Tusk, (AC) and any Miraidon.
  • Great Tusk can also function well as a teammate, as it can be used to pressure Skeledirge and Pelipper in the case you do run into them. Its Rapid Spin support is always useful, but it sometimes can sink momentum, so it definitely requires more careful playing than usual. It's also a solid check to opposing Koraidon and can ease off the pressure from Kingambit to allow Koraidon to play more freely. Great Tusk can also benefit from the removal of physical walls, (AC) like opposing Great Tusk and Alomomola, (AC) that which this Koraidon handles well.
  • Suicide leads are a great pair great allies because Koraidon can Taunt Corviknight to prevent it from removing their entry hazards. that would try to Defog their hazards. In return, (AC) these leads chip all of Koraidon's foes has all its opponents consistently chipped, (RC) so it can sweep easier. The synergy between the two (this doesn't work without naming a specific lead) This synergy also allows for an amazing pairing with Choice Scarf Flutter Mane, (AC) which can easily clean late-game after the consistent damage racks up that from hazards and Taunt Koraidon leave behind them. Walking Wake can also hugely benefit from this, (AC) and it also provides your a team with a one-time (AH) answer to Choice Specs Chi-Yu's Overheat, (AC) and turn that turning it into an opportunity to fire off its own attacks, which is invaluable for Koraidon teams (if this is essential lmk and we can find a way to make this sentence less of a run-on).

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/corvere.306317/
https://www.smogon.com/forums/members/takatk.595062/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
 
(say what their thing is, idk what it is). (also, consider compressing last two sentences since "Taunt can also..." is basically dex info, perhaps "Taunt can stop XYZ from setting up and ABC from setting entry hazards." Don't forget commas)
Ok I tried incorporating this + an extra sentence. I hope it's fine now.

why does Swords Dance make it more vulnerable to physical attacks?) However, it may be inadvisable to use Swords Dance if the target has a way to hit Koraidon back super-effectively (RH), (AC) (I imagine? lmk) such as when facing opposing Koraidon or if Great Tusk uses the appropriate move to hit it.
Because the main way to handle Koraidon is Great Tusk, and vs it you gotta guess if it's gonna Play Rough or EQ and then Tera or not. That is not an issue if you're using Bulk Up, however if you're using SD that leaves it vulnerable to the appropriate attack even after setup. I am referring to physical attacks specifically because BU nor SD make a difference against special attacks and they're not the main way to deal with Korai.

the bulk allows it to avoid a 4HKO from defensive Great Tusk's +1 Earthquake after a Bulk Up as well as and have gives it
Since even you didn't get what this part meant that was an obvious sign it's too confusing so I just removed it (it's very situational anyway).

is this what you were going for?
Yes.

I really am quite verbose (sorry). Done after this is handled.
 
Realized I made a phrasing mistake:
“Tera Fairy is a good option, as this grants Koraidon a resistance or immunity to types commonly used to hit it, like Fairy, Fighting, and Dragon.” implies it gives Koraidon a resistance to Fairy rather than just removing the 4x weakness; change to “as this removes Koraidon’s 4x Fairy weakness and…”

my bad!

I also would remove the “although” from the Swords Dance sentence at least.
 
  • Taunt allows Koraidon to completely turn the tables on some of its otherwise-consistent answers, like Toxapex, Alomomola, and Dondozo, and still hold its own against faster threats thanks to Flame Charge and Drain Punch recovery. Taunt helps against Bulk Up Palafin, Annihilape, and Great Tusk. Taunt can also crucially prevent entry hazards, prevent Defog, and prevent Whirlwind from Ting-Lu. This makes Taunt useful on a game-to-game basis.
Hlelo, I'm not a GP person but isn't that too many "prevent" in the same sentence? A bit odd also the fact you don't mention who does what but mention Ting-Lu in the end.
 
Second pass, please be more careful with your implementation in the future, a lot of the changes i marked this time were either things i marked the first time or basic GP errors like lacking commas when you reworded things

[SET]
name: Taunt
move 1: Taunt
move 2: Drain Punch
move 3: Flame Charge
move 4: Swords Dance / Bulk Up
item: Leftovers
ability: Orichalcum Pulse
nature: Adamant
evs: 48 HP / 252 Atk / 36 Def / 172 Spe
tera type: Fire / Fairy / Flying

[SET COMMENTS]
  • Taunt allows Koraidon to completely turn the tables on some of its otherwise-consistent answers, like Toxapex, Alomomola, and Dondozo, and still hold its own against faster threats thanks to Flame Charge and Drain Punch recovery. Taunt helps against Bulk Up Palafin, Annihilape, and Great Tusk. Taunt can also crucially prevent entry hazards, prevent Defog, and prevent Ting-Lu’s Whirlwind from Ting-Lu. This makes Taunt useful on a game-to-game basis.
  • Drain Punch allows Koraidon to compensates for its this set’s lack of coverage through healing. This allows it to beat Great Tusk one-on-one, assuming that you play around a potential Play Rough well. It also allows Koraidon to outlast Alomomola and Toxapex even through Regenerator, Rocky Helmet, and trapping moves. Alomomola often uses Play Rough, but Terastallizing against it is very safe because its only threatening Water-type move is Whirlpool.
  • Swords Dance is used as a fast setup option and to better take on Miraidon. Drain Punch can OHKO Miraidon after a Swords Dance if sun is still active or after Stealth Rock without sun. This sometimes leaves it especially Koraidon vulnerable to physical attacks if the target has a way to hit Koraidon back can hit it super effectively, such as when facing opposing Koraidon or Great Tusk.
  • Bulk Up can be used as an alternative to Swords Dance to more easily set up more easily on physical attackers, but this means that Koraidon can often come up short when trying to boost enough to KO Miraidon.
  • The EVs allow Koraidon to outspeed max Speed Timid Walking Wake, and the bulk allows it to avoid a OHKO from defensive Great Tusk's Play Rough as well as and have a better shot at surviving Tera Ground Choice Scarf Protosynthesis Great Tusk Headlong Rush.
  • Tera Fire is great for the Fairy resistance so it can handle Flutter Mane and resist Great Tusk's Play Rough. It is also crucial for the immense power boost to Flame Charge, which allows it to OHKO Flutter Mane without a boost. However, this also makes Koraidon weak to Ground-type attacks from Great Tusk, Ting-Lu, (AC) and Iron Treads, which it could previously switch into. It also suffers from newly being weak to Stealth Rock.
  • Tera Fairy is a good option, as this removes Koraidon's 4x Fairy weakness and adds a resistance or immunity to other types commonly used to hit it, like Fighting and Dragon. This is useful in conjunction with Bulk Up to have a safe way to deal with Great Tusk. Swords Dance Koraidon gets less use from this, since it can be revenge killed easily by Choice Scarf Tera Fire Koraidon.
  • Tera Flying can be used to set up on Great Tusk and Ting-Lu even more easily, potentially allowing Koraidon to immediately end games against them. Tera Flying also provides a neutrality to moves Fairy and Dragon, but adding weaknesses to Miraidon's Electric moves and Iron Bundle's Ice moves is extremely risky, so it's only useful if Koraidon can take the one opportunity it gets to catch the opponent off guard and sweep.
  • The biggest problems this set faces are Skeledirge, Pelipper, and Ceruledge. Pelipper can be beaten if it is weakened first. Skeledirge can be forced to Terastallize by Dark-type teammates so Koraidon can overwhlem it with Tera Fire Flame Charge. Ceruledge completely walls this set, but it is rare and can be overpowered easily.
  • Dark-type physical attackers, (AC) such as Swords Dance Chien-Pao and Kingambit, (AC) make for excellent teammates. They can easily break through all three of the aforementioned checks. They also often share checks, (AC) like Dondozo and Toxapex, which can be handled more easily as a team effort. Koraidon also appreciates their strong priority to help weaken fast threats that can cause issues like Choice Scarf Koraidon, Flutter Mane, Choice item Great Tusk and Miraidon.
  • Great Tusk can also function well as a teammate, as it can be used to pressure Skeledirge and Pelipper. Its Rapid Spin support is always useful, but it sometimes can sink momentum, so it requires careful play. It's also a solid check to opposing Koraidon and can ease pressure from Kingambit to allow Koraidon to play more freely. Great Tusk can also benefit from the removal of physical walls, like opposing Great Tusk and Alomomola, which this Koraidon set handles well.
  • Suicide leads are great allies because Koraidon can use Taunt on Corviknight to prevent it from removing their entry hazards. In return, these leads chip all of Koraidon's foes, (RC) so it can sweep easier. This synergy also allows for an amazing pairing with Choice Scarf Flutter Mane, which can easily clean late-game after the damage racks up from hazards and Koraidon. Walking Wake can also benefit from this, and it also provides teams with a one-time answer to Choice Specs Chi-Yu's Overheat, turning it into an opportunity to fire off its own attacks.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/corvere.306317/
https://www.smogon.com/forums/members/takatk.595062/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
 
Second pass, please be more careful with your implementation in the future, a lot of the changes i marked this time were either things i marked the first time or basic GP errors like lacking commas when you reworded things

[SET]
name: Taunt
move 1: Taunt
move 2: Drain Punch
move 3: Flame Charge
move 4: Swords Dance / Bulk Up
item: Leftovers
ability: Orichalcum Pulse
nature: Adamant
evs: 48 HP / 252 Atk / 36 Def / 172 Spe
tera type: Fire / Fairy / Flying

[SET COMMENTS]
  • Taunt allows Koraidon to completely turn the tables on some of its otherwise-consistent answers, like Toxapex, Alomomola, and Dondozo, and still hold its own against faster threats thanks to Flame Charge and Drain Punch recovery. Taunt helps against Bulk Up Palafin, Annihilape, and Great Tusk. Taunt can also crucially prevent entry hazards, prevent Defog, and prevent Ting-Lu’s Whirlwind from Ting-Lu. This makes Taunt useful on a game-to-game basis.
  • Drain Punch allows Koraidon to compensates for its this set’s lack of coverage through healing. This allows it to beat Great Tusk one-on-one, assuming that you play around a potential Play Rough well. It also allows Koraidon to outlast Alomomola and Toxapex even through Regenerator, Rocky Helmet, and trapping moves. Alomomola often uses Play Rough, but Terastallizing against it is very safe because its only threatening Water-type move is Whirlpool.
  • Swords Dance is used as a fast setup option and to better take on Miraidon. Drain Punch can OHKO Miraidon after a Swords Dance if sun is still active or after Stealth Rock without sun. This sometimes leaves it especially Koraidon vulnerable to physical attacks if the target has a way to hit Koraidon back can hit it super effectively, such as when facing opposing Koraidon or Great Tusk.
  • Bulk Up can be used as an alternative to Swords Dance to more easily set up more easily on physical attackers, but this means that Koraidon can often come up short when trying to boost enough to KO Miraidon.
  • The EVs allow Koraidon to outspeed max Speed Timid Walking Wake, and the bulk allows it to avoid a OHKO from defensive Great Tusk's Play Rough as well as and have a better shot at surviving Tera Ground Choice Scarf Protosynthesis Great Tusk Headlong Rush.
  • Tera Fire is great for the Fairy resistance so it can handle Flutter Mane and resist Great Tusk's Play Rough. It is also crucial for the immense power boost to Flame Charge, which allows it to OHKO Flutter Mane without a boost. However, this also makes Koraidon weak to Ground-type attacks from Great Tusk, Ting-Lu, (AC) and Iron Treads, which it could previously switch into. It also suffers from newly being weak to Stealth Rock.
  • Tera Fairy is a good option, as this removes Koraidon's 4x Fairy weakness and adds a resistance or immunity to other types commonly used to hit it, like Fighting and Dragon. This is useful in conjunction with Bulk Up to have a safe way to deal with Great Tusk. Swords Dance Koraidon gets less use from this, since it can be revenge killed easily by Choice Scarf Tera Fire Koraidon.
  • Tera Flying can be used to set up on Great Tusk and Ting-Lu even more easily, potentially allowing Koraidon to immediately end games against them. Tera Flying also provides a neutrality to moves Fairy and Dragon, but adding weaknesses to Miraidon's Electric moves and Iron Bundle's Ice moves is extremely risky, so it's only useful if Koraidon can take the one opportunity it gets to catch the opponent off guard and sweep.
  • The biggest problems this set faces are Skeledirge, Pelipper, and Ceruledge. Pelipper can be beaten if it is weakened first. Skeledirge can be forced to Terastallize by Dark-type teammates so Koraidon can overwhlem it with Tera Fire Flame Charge. Ceruledge completely walls this set, but it is rare and can be overpowered easily.
  • Dark-type physical attackers, (AC) such as Swords Dance Chien-Pao and Kingambit, (AC) make for excellent teammates. They can easily break through all three of the aforementioned checks. They also often share checks, (AC) like Dondozo and Toxapex, which can be handled more easily as a team effort. Koraidon also appreciates their strong priority to help weaken fast threats that can cause issues like Choice Scarf Koraidon, Flutter Mane, Choice item Great Tusk and Miraidon.
  • Great Tusk can also function well as a teammate, as it can be used to pressure Skeledirge and Pelipper. Its Rapid Spin support is always useful, but it sometimes can sink momentum, so it requires careful play. It's also a solid check to opposing Koraidon and can ease pressure from Kingambit to allow Koraidon to play more freely. Great Tusk can also benefit from the removal of physical walls, like opposing Great Tusk and Alomomola, which this Koraidon set handles well.
  • Suicide leads are great allies because Koraidon can use Taunt on Corviknight to prevent it from removing their entry hazards. In return, these leads chip all of Koraidon's foes, (RC) so it can sweep easier. This synergy also allows for an amazing pairing with Choice Scarf Flutter Mane, which can easily clean late-game after the damage racks up from hazards and Koraidon. Walking Wake can also benefit from this, and it also provides teams with a one-time answer to Choice Specs Chi-Yu's Overheat, turning it into an opportunity to fire off its own attacks.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/ox04.507268/
Quality checked by:
https://www.smogon.com/forums/members/corvere.306317/
https://www.smogon.com/forums/members/takatk.595062/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Carefully implemented this time.
 
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