OU Tapu Koko

I don't think the 4 EVs in Atk are a good option if you choose Volt Switch over U-Turn, is it?
Wouldn't it be better to invest it in HP or Def instead?
Well... yes. The main set lists U-Turn so the EVs are made to reflect that. It's not really necessary for them to add a section listing the tiny 4-EV tweaks you should make if you change the moveset, that would make the article too needlessly bulky.
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
Just want to note that there is no move description for Grass Knot in the Offensive Pivot set. Not QC or anything; just want you to know.
 
name: Offensive Pivot
move 1: Thunderbolt
move 2: Hidden Power Ice
move 2: U-turn / Volt Switch
move 3: Grass Knot / Dazzling Gleam / Taunt
item: Life Orb
ability: Electric Surge
nature: Timid
evs: 4 Atk / 252 SpA / 252 Spe
(for easy reference)

I think that Dazzling Gleam should be slashed with hidden power ice on the offensive pivot set (as a secondary slash.) I think the set as listed was the right way to go when Landorus was still around, but now that he's gone that ability to OHKO him with hidden power ice is a lot less important. As I see it, there are basically three pokemon that HP ice hits harder than dazzling gleam: Gliscor, Landorus-T, and Amoonguss. Gliscor is pretty much non existent in this metagame and life orb HP ice won't really hurt Amoonguss anyways unless it's severely weakened. Now, Landorus-T is really relevant, but I think all of the small benefits of dazzling gleam add up to be more useful than HP ice - there's a ton of pokemon it does slightly more damage to than a resisted electric surge thunderbolt, I think it is very important (almost a 20% increase in power.) Not to mention - weak HP ice leaves you walled by Latios and Kyurem-B. Here's a quick list comparing resisted thunderbolts to dazzling gleams. EVs are taken from preliminary analyses/common sense as best I can...

Buzzwole:
252 SpA Life Orb Tapu Koko Thunderbolt vs. 40 HP / 156 SpD Buzzwole: 302-356 (82.7 - 97.5%) -- guaranteed 2HKO (not even guaranteed after rocks)
252 SpA Life Orb Tapu Koko Thunderbolt vs. 40 HP / 156 SpD Buzzwole: 302-356 (82.7 - 97.5%) -- guaranteed 2HKO

Charizard-X:
252 SpA Life Orb Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Charizard-Mega-X: 133-157 (44.7 - 52.8%) -- 27% chance to 2HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Charizard-Mega-X: 157-187 (52.8 - 62.9%) -- guaranteed 2HKO

Terrakion:
252 SpA Life Orb Tapu Koko Thunderbolt vs. 0 HP / 0 SpD Terrakion: 253-300 (78.3 - 92.8%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 0 HP / 0 SpD Terrakion: 299-354 (92.5 - 109.5%) -- 50% chance to OHKO

Tyranitar:
252 SpA Life Orb Tapu Koko Thunderbolt vs. 100 HP / 0 SpD Tyranitar: 153-183 (41.8 - 50%) -- 0.4% chance to 2HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 100 HP / 0 SpD Tyranitar: 182-218 (49.7 - 59.5%) -- 99.6% chance to 2HKO

you don't need grass knot for Tyranitar and Terrakion if you have Dazzling gleam, run something else.

Sableye-Mega:
252 SpA Life Orb Tapu Koko Thunderbolt vs. 252 HP / 144+ SpD Sableye: 247-292 (81.2 - 96%) -- guaranteed 2HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 252 HP / 144+ SpD Sableye: 291-346 (95.7 - 113.8%) -- 81.3% chance to OHKO
(not all that relevant to be completely honest, but whatever)

There are others too, but you get the point


Forgoing HP ice also allows you to run HP fire which will dispatch of Ferrothorn and Excadrill. Also, dazzling gleam hits rock types that grass knot was useful for - so I think dazzling gleam pairs best with HP fire or taunt, you are mainly missing out on Hippowdon I think.

TLDR; Dazzling gleam over HP ice paired with taunt/hp fire instead of grass knot is a decent alternative now that Landorus-I is gone.
 
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wanna know what the problem is?
he doesn't know nature's madness and doesn't hold a tapunium z, he definitely should.
 

Gary

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wanna know what the problem is?
he doesn't know nature's madness and doesn't hold a tapunium z, he definitely should.
No. Nature's madness itself is a gimmicky move on Tapu Koko and forgoing LO or Magnet for a one time move that may not end up even accomplishing much in the end is not worth forgoing coverage or U-turn/Volt Switch.
 

Lumari

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GP 1/1
[OVERVIEW]

* Tapu Koko is extremely fast, outspeeding all viable non-Mega Evolutions that aren't running Choice Scarfed besides Pheromosa. (AP)
* Despite its average SpA Special Attack stat, Electric Terrain gives it a very strong Thunderbolt. (AP)
* However, low power on its coverage moves makes it difficult for it to break past Pokemon that resist Electric resists.
* Its coverage, while not spectacular, has everything it needs to hit the vast majority of the tier. (AP)
* Its Fairy typing helps it defensively by giving it useful resistances to Fighting and Dark and an immunity to Dragon, letting it switch into Pokemon like Torandus-T, Tornadus-T, Thundurus, and <??> relatively easily.
* Electric Terrain provides minor team support by preventing Pokemon like Tangrowth and Amoonguss from putting its teammates to sleep (RC) and crippling opposing Tapus Tapu Lele and Bulu in a pinch.

[SET]
name: Offensive Pivot
move 1: Thunderbolt
move 2: Hidden Power Ice
move 2 move 3: Volt Switch
move 3 move 4: U-turn
item: Life Orb / Magnet
ability: Electric Surge
nature: Timid
evs: 4 Atk / 252 SpA / 252 Spe

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

* Thunderbolt is a given: it's by far the most powerful reliable move Tapu Koko has access to.
* Hidden Power Ice enables Tapu Koko to 2HKO Gliscor and specially defensive Zygarde, as well as OHKO Landorus, offensive Garchomp (RC) and Landorus-Therian after SR damage.
* However, Hidden Power Fire is still a good option for hitting Ferrothorn, Excadrill, (AC) and Magnezone, which otherwise completely wall Tapu Koko. Both of these Hidden Powers also 2HKO physically defensive Amoonguss and Tapu Bulu.
* Volt Switch is a much harder-hitting pivoting move which that wears down Ferrothorn without causing recoil.
* U-turn is used alongside Volt Switch for scouting and escaping Focus Sash Dugtrio. It also enables Tapu Koko to wear down checks like AV Assault Vest Tangrowth, Mega Venusaur, Excadrill, (AC) and Alolan Marowak.
* Dazzling Gleam is an option for hitting Dragons such as Latios, Latias, Kyurem-B, and Hydreigon. It works great in tandem with Hidden Power Fire, which covers targets such as Ferrothorn, Magnezone, and offensive Excadrill.
* Grass Knot enables Tapu Koko to deal significant damage to Hippowdon and Gastrodon.
* Taunt is another alternative which that cripples defensive Pokemon like Chansey and Mega Venusaur, as well as Stealth Rock setters, Defoggers, status inflicters users, (AC) and setup sweepers. It also lets it Tapu Koko function as a good lategame late-game stallbreaker, (AC) since it can escape Dugtrio via U-turn.
* Brave Bird can be used to 2HKO Grass-types such as Amoonguss, AV Assault Vest Tangrowth, and Mega Venusaur, which otherwise wall Tapu Koko completely, and is its best option against specially defensive Alolan Marowak. However, it causes a massive amount of recoil, and thus (RC) it should be used wisely, especially since two of its main targets have Regenerator.

Set Details
========

* Maximum Speed enables Tapu Koko to at least Speed tie with other Tapu Kokos, all the while outspeeding Choice Scarf Magneton (RC) as well as the vast majority of the OU tier.
* While a Naive nature may seem tempting to power up U-turn, it's mostly unecessary, unnecessary, so a Timid nature is preffered preferred instead, unless Tapu Koko is running Brave Bird. (AP)
* Maximum Special Attack makes Thunderbolt as powerful as possible.
* Life Orb gives a strong boost to all of Tapu Koko's coverage moves, only coming at the cost of minor recoil which that a fast offensive Pokemon like this doesn't mind much.
* Magnet is an alternative that powers up Tapu Koko's main STAB attack without causing recoil (RC) and has much better synergy with U-turn and Volt Switch, since Tapu Koko does not appreciate being worn down even further by using these moves. (this contradicts the previous bullet)
* Finally, Expert Belt is another option, which, much like Zap Plate, Magnet, limits how much it Tapu Koko gets worn down (RC) and helps against HP Hidden Power Ice and Grass Knot targets. However, it is generally inferoir inferior to Zap Plate, (AC) since it renders its main STAB significantly weaker.

Usage Tips
========

* Tapu Koko is too frail to switch in directly on much; (SC) thus, it's preferrable preferable to send it in freely via VoltTurn support, through double switches, or after an opposing Pokemon KOes something
* It can provide a switch into switch-in to Pokemon like Tornadus-T, Thundurus, Mantine, (AC) and Toxapex; (SC) however, (AC) do keep in mind that nay any additional damage will give it fewer hits to fire off due to Life Orb recoil.
* Early game, use U-turn or Volt Switch in order to wear down opposing checks to Tapu Koko. However, don't use it too much, since Tapu Koko will be worn down a lot by its Life Orb. If the opponent has a very durable check like Excadrill or Amoonguss, it's a bad idea to send in Tapu Koko at all until it's severely weakened.
* Later on in the battle, Thunderbolt is the move you should be using the vast majority of the time, since it hits even Pokemon that resist it hard, with the obvious exception of Ground-types.
* You don't need to predict much against Ground-types, since most common Grounds one are OHKOed by either HP Hidden Power Ice or Grass Knot, and U-turn can help wear them down regardless. (AP)
* However, your opponent may be scouting your moveset by switching in a Ground-type, in which case you do want to play around them by predicting. You may also want to lull them into a false sense of security by U-turning out of them initially, giving them the false impression that it can't hit them at all.
* Depending on which coverage moves it runs, Tapu Koko may or may not be able to hit certain Pokemon. Try not to reveal your its full moveset too early; (SC) that way, you can catch your opponent by surprise.
* Taunt is relativly relatively unexpected (RC) ans and thus (RC) can be used relatively safely against the likes of Ferrothorn, Heatran and Azelf, as long as it hasn't been revealed prior.

Team Options
========

* Tapu Koko works very well on offensive teams looking for something which that can heavily threaten opposing offensive teams (RC) as well as break past Water-types like Mantine, Toxapex, (AC) and Manaphy (RC) and check certain Flying-types like Tornadus-T.
* It's a good idea to pair it up with another U-turn user such as Genesect or Mega Scizor, especially if it runs U-turn itself. A Volt Switch user can also be used; (SC) however, most of these are Electrc-types Electric-types and are thus redundnant redundant with Tapu Koko itself, with the main exception being Magearna.
* This set struggles a lot with Grass-types like Ferrothron, Ferrothorn Mega Venusaur, Tangrowth, (AC) and Amoonguss, so pair it up with a good check to these, such as Heatran, Buzzwole, or Mega Charizard X.
* Tapu Koko requires a good check to Sand Rush Excadrill and Choice Scarf Excadrill, since it's one of the few offensive Pokemon it loses to. As such, Landorus-T is a very good teammate, especially since it provides U-turn support.
* Tapu Lele is also a huge threat, since it cancels out Electric Terrain and, if it's running Choice Scarfed, outspeeds it. Similarly, Mega Alakazam can revenge kill Tapu Koko, so make sure you have a Pokemon that can take these two on, such as Celesteela or Jirachi.

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Thunderbolt
move 3: Hidden Power Ice / Hidden Power Fire
move 4: Roost / Dazzling Gleam / Grass Knot
item: Life Orb / Leftovers
ability: Electric Surge
nature: Timid
evs: 252 SpA / 4 Def / 252 Spe

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

* Calm Mind powers up Tapu Koko's Special Attack, letting it clean weakened teams much more easily and break past Pokemon it otherwise couldn't, such as Assault Vest Tangrowth and Chansey lacking Toxic.
* Thunderbolt is Tapu Koko's main STAB attack.
* Hidden Power Ice has near-perfect neutral coveraga coverage alongside Thunderbolt.
* Hidden Power Fire can be used to hit Ferrothorn, Excadrill, (AC) and Magnzeone, Magnezone; however, it leaves Tapu Koko walled by many common Pokemon if it isn't used alongside Dazzling Gleam.
* Roost enables Tapu Koko to set up Calm Minds reliably and stay healthy throughout the battle.
* However, Dazzling Gleam is also an option, letting it hit Dragon-types for higher damage.
* Finally, Grass Knot can be used to lure catch certain Ground-types off guard, particularly Hippowdon and Gastrodon.

Set Details
========

* Maxed out offenses let Maximum Special Attack and Speed let Tapu Koko outspeed as much as possible and hit as hard as possible.
* Life Orb gives Tapu Koko a lot of initial power.
* However, Leftovers can be used in order to let Tapu Koko set up more reliably.

Usage Tips
========

* This set plays similarly to how Tapu Koko generally does against offensive teams, using HP Hidden Power Ice to against Pokemon that resist Electric resists and Thunderbolt against anything else. Calm Mind and Roost should almost never be used, since they give up too much momentum, especially the latter, and Tapu Koko's frail nature prevents it from setting up against any offensive threat.
* Against bulkier teams, you may want to set up Calm Mind up to break past a certain threat. However, be careful, since once you reveal Calm Mind, the opponent will play differently against you Tapu Koko.
* Calm Mind also lets you Tapu Koko clean weakened slower teams, so it can be a good idea to set up later on in the battle, if this will guarantee you a win.
* If Tapo Koko is running low on health, it may be a good idea to Roost up in order to help it stay alive around longer. This is especially true if Tapu Koko needs to be kept alive around to check something like Tornadus-T or Toxapex. But, However, much like with Calm Mind, you need to do this against a forced switch (RC) or something which that cannot threaten Tapu Koko much.
* You might be tempted to keep Tapu Koko in for extended periods of time, but this is generally not a good idea, since it relies heavily on Electric Surge. You should almost never set up more than one Calm Mind, since the advantages of the second will be outweighed by the loss of an Electric Surge turn.

Team Options
========

* Comapred Compared to other Tapu Koko sets, this one fits better on bulkier teams, which benefit more from its longevity and rely on it to check certain threats.
* If not running Grass Knot, this set struggles against bulky Ground-types like Hippowdon, Gastrodon, and Quagsire, and therefore (RC) a Grass-type like Tapu Bulu or Serperior can make for a very good teammate.
* Bulky Grass-types like Ferrothorn, Mega Venusaur and Amoonguss can also cause problems for Tapu Koko, so Heatran's ability to handle all of these makes it a good partner. In return, Tapu Koko checks Water-types such as Manaphy and Tapu Fini, (AC) which gives give Heatran a lot of trouble.
* A good answer to Sand Rush Excadrill is also required. Landorus-T can do this (RC) while also luring removing bulky Ground- and Grass-types via Swords Dance + Flyinium-Z Supersonic Skystrike. Celecteela is also a good partner, dealing with most Grass-types and Ground-types very well (RC) and can support supporting Tapu Koko with Leech Seed.

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

* Roost can be used on non-Calm Mind sets for more longsvity, longevity; (SC) however, it compromises Tapu Koko's coverage, making it easier to wall.
* A Work Up set with Brave Bird can be a good alternative to Calm Mind, making Tapu Koko a better AV Tangrowth lure.
* Electricium Z (RH) can also be used in order to give Tapu Koko a very powerful hit. It is especially useful on the Calm Mind set
* Nature's Madness can help deal significant damage to defensive Pokemon which that switch into it realively relatively easily, (AC) like Ferrothorn, Hippowdon, (AC) and Chansey, and pairs up well with Taunt.
* Wild Charge may seem good due to Tapu Koko's superior Attack stat, but the recoil makes it generally a poor option, not to mention that Thunderbolt hits hard enough already.

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

**Grass-types**: Grass-types are generally very good answers to Tapu Koko. AV Assault Vest Tangrowth in particular switches into any set that doesn't carry Brave Bird (RC) and can easily use Regenerator to heal up any damage caused by Brave Bird, while Tapu Koko takes massive recoil. Rocky Helmet Tangrowth can deal with it decently, but it fears Hidden Power a lot more. Ferrothorn can very easily take on any set that doesn't run Hidden Power Fire, and even sets that do can't KO it from full health, giving it the opportunity to get its health back with Leech Seed. Amoonguss has enough special bulk to take Hidden Power, but it takes too much damage from Brave Bird to be able to shrug off, as does Mega Venusaur. Celebi is a reliable check, with a fully physically defensive spread barely avoiding the 2HKO from both Brave Bird and Hidden Power. (AP)

**Ground-types**: Ground-types are amongst the best checks to Tapu Koko, given their immunity to its main STAB attack and its relatively weak type coverage. Excadrill in particular is one of the best checks availible, available, with its specially defensive set not even fearing Hidden Power Fire much. Hippowdon, Quagsire, (AC) and Gastrodon easily beat any set that doesn't carry Grass Knot. Specially defensive Gliscor easily takes on HP Hidden Power Fire variants. Nidoking can switch into Thunderbolt and avoid the 2HKO from HP Hidden Power Ice before OHKOing back with either of its STAB attacks. Landorus and Landorus-T can beat Hidden Power Fire variants 1v1, one-on-one but cannot switch into Dazzling Gleam.

**Alolan Marowak**: Alolan Marowak's Electric immunity lets it switch in on any of Tapu Koko's coverage moves. However, it is easily worn down by Stealth Rocks, Rock, especially if it switches into repeated U-Turned. U-turns.

**Chansey**: Unlike most other special walls without an Electric resisance, resistance, which take a huge amount from Thunderbolt regardless, Chansey has so much bulk that it can easily shrug off Thunderbolt. Even though it can be 2HKOed by Wild Charge, the recoil will KO Tapu Koko back. However, it is shut down by Taunt, although it can still break past non-Roost sets thanks to Seismic Toss.

**Electric-types**: Thanks to their own resistance to Tapu Koko's main STAB attack and their ability to take advantage of Electric Terrain, Electric-types can hold their own against Tapu Koko. Magnezone takes on any set not running HP Hidden Power Fire, (AC) Choice Scarf Xurkitree can switch into Thunderbolt quite well and retaliate with an extremely powerful Thunderbolt of its own, and Raikou can switch in quite easily thanks to its natural special bulk and start setting up Calm Mind against it.

**Choice Scarf users**: While most of them can't switch into Tapu Koko at all, Choice Scarf users are able to check it well. Landorus-T and Garchomp are particularly good checks, (AC) since they are immune to Tapu Koko's main STAB attack.
 
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