Dharma
komorebi
[OVERVIEW]
Electric
=======
* Tapu Koko has an irreplaceable role on Electric-type teams, setting Electric Terrain upon switch-in and using its high Speed to its advantage to pivot out effectively after. Electric Terrain increases the power of all Electric-type moves by 50%, as well as activates Alolan Raichu's Surge Surfer ability.
* Tapu Koko is the only viable Electric-type that has access to a STAB Fairy-type move, which gives it the necessary coverage to hit Dragon-types.
* Tapu Koko sits at an excellent Speed tier, outspeeding a vast majority of the unboosted metagame.
* It has decent mixed offenses, allowing it to serve as more than just a Terrain setter.
* It has access to Nature's Madness, a rather unique move that reduces the target's HP to 50% of its HP at the time. Guardian Of Alola, in turn, reduces the target's HP to 25%. This allows it to severely dent walls like Mega Venusaur and Lanturn that usually don't have much of a reason to fear it.
* It is the only Electric type that able to reliably use a Flying-type move, namely Brave Bird, which allows it to hit Grass-type Pokemon, especially Mega Venusaur.
* It has access to both physical and special pivoting moves in U-turn and Volt Switch.
* It has access to reliable recovery in Roost, and when combined with Taunt, this may even enable it to serve as an effective stallbreaker.
* However, its shallow physical movepool doesn't let it optimally utilize its higher Attack stat.
* Its bulk is slightly underwhelming, and is prone to being revenge killed by Choice Scarf users like Heracross and Victini as well as weather sweepers like Kingdra and Excadrill.
[SET]
name: Terrain Setter (Electric)
move 1: Volt Switch / U-turn
move 2: Thunderbolt
move 3: Dazzling Gleam
move 4: Hidden Power Ice / Brave Bird
item: Magnet / Life Orb
ability: Electric Surge
nature: Timid / Naive
evs: 252 SpA / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
* Volt Switch allows Tapu Koko to switch out to a teammate after setting Electric Terrain, all the while keeping momentum. It also gets the boost from Electric Terrain, making up for Tapu Koko's mediocre Special Attack.
* U-turn lets Tapu Koko pivot out of Pokemon that are immune to Volt Switch, such as Ground-types like Hippowdon and Gastrodon, Volt Absorb Lanturn, and Lightning Rod Alolan Marowak, which would otherwise force Tapu Koko to hard switch out, resulting in a loss of momentum.
* Thunderbolt is Tapu Koko's strongest reliable STAB move and is used to deal a significant amount of damage to most Pokemon that don't resist it, as although Tapu Koko's Special Attack stat isn't the best, Thunderbolt is able to deal significant damage to most foes that don't resist it, with Electric Terrain offsetting Tapu Koko's mediocre Special Attack stat.
* Dazzling Gleam is a STAB move that is able to deal a huge amount to most Dragon-types, and when boosted by a Life Orb, has a 30% chance at OHKOing Garchomp, OHKOes Kyurem-B and Dragonite after Stealth Rock damage, has a chance to OHKO Latios after Stealth Rock damage, and 2HKOes most Latias.
* Hidden Power Ice may be used in order to deal actual damage to the likes of defensive Gliscor, Landorus, and offensive Garchomp, being able to OHKO all of them along with dealing a massive chunk to Mega Garchomp.
* Brave Bird allows Tapu Koko to hit various Grass- and Bug-types. With the given spread, it is able to 2HKO defensive Mega Venusaur after Stealth Rock damage and OHKO Breloom, along with dealing a huge chunk to bulky Volcarona and Serperior.
Set Details
========
* The given EVs are meant to maximize Tapu Koko's Speed and Special attack, allowing it to Speed tie with Aerodactyl and outspeed Weavile.
* A Naive nature prevents Tapu Koko from losing out on Attack from running a Timid nature when running U-turn or Brave Bird. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Magnet increases the power of Tapu Koko's Electric-type moves. This allows it to pivot out with Volt Switch without having to worry about recoil. However, this leaves the other moves without an increase in power.
* Electric Surge sets Electric Terrain as Tapu Koko switches in, increasing the power of both its own and its teammates' Electric-type moves.
* When running a Life Orb, Dazzling Gleam is able to OHKO Pokemon like Latios and Kyurem-B after Stealth Rock damage and have a chance to OHKO offensive Garchomp, which would otherwise be a 2HKO when running Magnet. Running Life Orb also allows Tapu Koko to 2HKO Mega Venusaur after Stealth Rock damage. However, Life Orb is only able to get these crucial KOs with Stealth Rock damage. It doesn't help much without having a reliable Stealth Rock setter, which Electric teams have trouble doing. Life Orb also wears down Tapu Koko pretty quickly due to recoil.
* If you're running a Life Orb, 29 IVs in HP can be run to minimize recoil.
Usage Tips
========
* Most of the time, Tapu Koko should only come in to set up Electric Terrain and pivot out with Volt Switch. It should try to keep Electric Terrain up and active as much as possible. It is recommended that Tapu Koko's HP should be kept high whenever possible so that it may set Terrain more times during a battle. Therefore, don't switch it into even any neutral attack due to its underwhelming bulk, and keep hazards off your side of the field, as the damage from hazards, Life Orb, and Brave Bird recoil is enough to hinder its effectiveness.
* Since Electric Terrain prevents sleep, it is fine to switch into an expected sleep-inducing move, such as Spore from Smeargle and Breloom. Be careful with Breloom though, as it could do quite a bit of damage with Bullet Seed if its Focus Sash is still intact.
* One of the best times for Tapu Koko to be out on the field is when the opposing Pokemon is at low health. This ensures that the teammate that Tapu Koko switches out to would not take unnecessary damage, as the opposing Pokemon would usually faint or be switched out.
Team Options
============
* Tapu Koko is generally a really good option to have on any Electric-type team, as almost all Electric-types appreciate the support it offers with Electric Terrain.
* Alolan Raichu is one of best Electric Terrain attackers with its ability Surge Surfer, which doubles its Speed under Electric Terrain, outspeeding even Excadrill in sand. It has access to coverage moves like Surf, Grass Knot and Hidden Power Ice, which helps immensely against Ground-types that Tapu Koko has trouble with. It also helps in handling Mega Venusaur, which Tapu Koko cannot take on by itself unless weakened.
* Zapdos makes for an excellent partner, as it takes care of Tapu Koko's Ground weakness as well as provides Defog support, keeping entry hazards off the field.
* Defensive Rotom-Wash helps against most Steel-types that check Tapu Koko aside from Mold Breaker Excadrill. It helps against a few special walls like Chansey, by annoying it with Pain Split or even Tricking a Choice Item if a offensive set is being used, and Tyranitar, which it can cripple with Will-O-Wisp and slightly dent with Hydro Pump. It also helps immensely against Ground-type teams, especially against Hippowdon, Excadrill, Gliscor, and Garchomp, being able to cripple them with Will-O-Wisp or dent them with Hydro Pump.
* Xurkitree is another great Electric Terrain attacker. With sky high Special Attack and somewhat decent coverage in Energy Ball, it is able to handle a variety of types and can prove to be hard to stop after a single Beast Boost. However, it is worth noting that Electric Terrain prevents Z-Hypnosis from putting a target to sleep, which may end up hindering Xurkitree.
* Magnezone helps Tapu Koko against Steel-types such as Ferrothorn and Klefki, being able to trap them with Magnet Pull and then KO them with Hidden Power Fire and Flash Cannon. It can also switch into Poison-type moves aimed at Tapu Koko.
* Alolan Golem is the strongest physical attacker on Electric-type teams and helps in breaking through special walls like Chansey and Alolan Muk. It is also the most reliable Stealth Rock user on Electric-type teams, and the chip damage helps the rest of the team in securing KOs.
* Thundurus makes for a good teammate due to its ability to act as both a stallbreaker with Taunt and speed control with Thunder Wave, both of which get priority thanks to its ability Prankster. It also stop setup sweepers and prevents hazards from being set up.
[SET]
name: Physical Attacker (Electric)
move 1: Wild Charge
move 2: Brave Bird
move 3: U-turn
move 4: Volt Switch / Thunderbolt
item: Choice Band / Magnet
ability: Electric Surge
nature: Naive
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
* Wild Charge is Tapu Koko's only physical STAB move. However, combined with a Choice Band and Electric Terrain boost, it is capable of severely denting or straight up OHKOing most Pokemon that don't resist it. For instance, it can OHKO Kingdra with a Choice Band and has a extremely good chance to OHKO with Magnet after Stealth Rock damage.
* Brave Bird allows Tapu Koko to hit Grass-types, notably Mega Venusaur, for a lot of damage. With the given spread, Jolly nature, and a Choice Band, it is capable of denting defensive Mega Venusaur and specially sefensive Cradily quite a bit.
* U-turn lets Tapu Koko switch out to a teammate in a dangerous situation while keeping momentum.
* Volt Switch is an additional pivoting move and can sometimes be better than using U-turn to pivot out, as it gets the STAB boost as well as the boost from Electric Terrain.
* If a Magnet is run instead of a Choice Band, Thunderbolt may be used over Volt Switch. Unlike Wild Charge and Brave Bird, Thunderbolt doesn't have recoil and is hence more spammable. It is useful in situations where Wild Charge isn't necessary for KOing a Pokemon, like when against Skarmory or Mandibuzz.
Set Details
=========
* As this is a more physically attacking set, Choice Band is the preferred item, as it increases Tapu Koko's Attack stat to really high levels. This allows Tapu Koko to wallbreak effectively, being able to 2HKO most Pokemon that don't resist it with Wild Charge and Brave Bird, aside from Porygon2.
* A Magnet may be used instead of a Choice Band. This increases the power of Tapu Koko's Electric-type moves and prevents it from being locked into a move. It may be used to bluff a Choice Band, which could be a surprise to the opponent. A Magnet also allows Thunderbolt to be run in the last move slot, as Tapu Koko's physical movepool is quite shallow.
* The EV spread aims to maximize Tapu Koko's Attack and Speed stats.
* A Naive nature is used so that the power of Thunderbolt and Volt Switch is not reduced. It is also the preferred nature over Hasty, as it allows Tapu Koko to take physical priority moves like Extreme Speed and Ice Shard better.
* Electric Surge sets Electric Terrain as Gapu Koko switches in, increasing the power of both its own and its teammates' Electric-type moves.
Usage Tips
=========
* This Tapu Koko set aims at damaging foes directly instead of having to switch to a Terrain attacker to sweep. It aims to dent teams as much as possible, making it easier for a teammate to sweep late-game.
* Although this set isn't meant to be a pure pivot, pivoting is still possible with a strong U-turn to gain switch momentum.
* Wild Charge is going to be move that Tapu Koko would be trying to spam, but it is wise to watch out for recoil damage. If possible, using Wild Charge unnecessarily should be avoided, especially against Pokemon that are sure to survive it and are capable of KOing Tapu Koko in return.
* If a bulky Ground-type is present on the opponent's team, try to be wary of using Wild Charge. If they switch into it, they force Tapu Koko out, making a teammate the target of their STAB or status move. Notable threats include Swampert on Water teams and Gliscor and Landorus-T on Flying-type teams.
* If said bulky Ground-types are present, a better option would be to use U-turn so that no momentum is lost. This also lets you switch into the appropriate check for it, like Energy Ball or Hidden Power Ice Xurkitree.
* Physical Tapu Koko is notable for being able to completely destroy Psychic teams, as it is able to 2HKO every viable Psychic-type with Wild Charge aside from Celebi, which in turn is threatened by U-turn.
* Against Grass teams, the user has to decide when to use U-turn and when to spam Brave Bird. Brave Bird is capable of generally breaking a Grass team aside from its defensive core, namely Cradily, Mega Venusaur, and Ferrothorn. Against these, U-turn would be the better move, as all of them take merely decent damage from Brave Bird.
* When using Magnet, a good strategy is to bluff a Choice Band. It is better not to reveal that it isn't, as it can come in handy during certain points in the battle. If they think that Tapu Koko is locked into Wild Charge, they may try to switch in Mega Venusaur. This could eliminate a key threat to the team, as it would then be taken out with Brave Bird if it had been weakened before.
* When running Magnet, Thunderbolt can be run to lure in and get rid of physical walls like Porygon2.
* If a Mandibuzz or Ferrothorn is present on the opposing team, Volt Switch is a better option to pivot with than U-turn, since the chip damage from Iron Barbs or Rocky Helmet can be quite troublesome. Generally, Volt Switch is a better option to pivot with. U-turn only does more damage when the target resists or is immune to Electric-type moves, is weak to U-turn, or is a special wall.
* Against a Pokemon at low HP, using U-turn would generally be a better play than Wild Charge or Brave Bird. This allows a teammate to take advantage of the Terrain, while keeping Tapu Koko around to be used later on in the battle.
Team Options
============
* Once Tapu Koko has dented teams, Alolan Raichu has a much easier time sweeping weakened foes, which makes it a good partner. Thanks to the Electric Terrain from Tapu Koko, it is able to outspeed the entire metagame due to its ability Surge Surfer.
* Once again, Zapdos makes for a great partner, as it is able to switch into Earthquake, can remove hazards with Defog, and can wear down threats with Toxic. This makes it easier for Tapu Koko to sweep late-game.
* Defensive Rotom-W is capable of handling most Ground-type threats, such as Hippowdon, Excadrill, and Gliscor. It is also capable of crippling said threats with Will-O-Wisp and Hydro Pump.
* Along with Rotom-W, Energy Ball Xurkitree is capable of dismantling most Ground-type teams, as kt beats Gastrodon, one of the only switch-ins to Rotom-W. Although Electric Terrain prevents Xurkitree from putting the target to sleep with Z-Hypnosis, it gets a considerable boost to its Electric-type moves, making it a very potent wallbreaker. Xurkitree also helps in getting past the likes of Porygon2 and other physical walls that Tapu Koko would be unable to break through.
* Thundurus may be used as another Ground-immune Pokemon. It also provides speed control and ca stallbreak with Prankster Thunder Wave and Taunt. It is also capable of denting Ground-type teams, having access to Hidden Power Ice and Grass Knot.
* For a Pokemon that is bent on sweeping teams, Sturdy can be a hassle to deal with. Alolan Golem is the most viable Stealth Rock setter on Electric-type teams, and it is capable of handling the Porygon2 + Chansey core on Normal by itself. It could also act as a suicide lead with Explosion, severely denting a defensive threat, which Tapu Koko can then capitalise on.
* Magnezone is able to trap Ferrothorn with Magnet Pull and KO it with Hidden Power Fire or even by spamming Thunderbolt, as Ferrothorn usually can't do much to Magnezone.
[STRATEGY COMMENTS]
Other Options
=============
Electric
--------
* A Choice Specs set may be used if the team already has a Mega Venusaur and Grass-type check. However, Tapu Koko doesn't like being locked into a move and prefers to use its coverage options instead.
* Tapunium Z may be used in tandem with Nature's Madness. Nature's Madness allows Tapu Koko to reduce the target's HP to half of its HP at the time, and with a Tapunium Z, it further reduces it to 25%. This could severely cripple the likes of Lanturn, Mega Venusaur, Mew, and Chansey, which could otherwise counter Tapu Koko. However, Tapu Koko is left effectively itemless for the rest of the battle, and Nature's Madness alone is not worth the loss of a coverage move.
* Brave Bird may be used in tandem with Flyinium Z on the physical set. This results in a 175 BP Supersonic Skystrike that destroys most Pokemon that don't resist is, most notably being able to OHKO Mega Venusaur.
* Mirror Move may be used in tandem with Flyinium Z to open up opportunities for a potential sweep by doubling Tapu Koko's Attack stat while using the Z-move corresponding to the target's last used move.
* Thunderbolt or Wild Charge may be used in tandem with Electrium Z to be able to destroy a large number if bulky Pokemon that would otherwise survive it, most notable being able to OHKO Mega Metagross and 2HKO Mew with prior damage.
* A utility set with Taunt and Roost is also an option. This is especially useful against more stally teams like Normal and Psychic. It allows Tapu Koko to prevent a bulky Pokemon from trying to use support or recovery moves, and is able to Roost back some of its health on a predicted switch after a Taunt. This lets it effectively set Electric Terrain more times during a match. Along with Taunt and Roost, the other moveslots are for offensive moves. A special utility set can run Thunderbolt and Dazzling Gleam, while a physical utility set can run Wild Charge and U-turn. The special set is notable for being able to win one-on-one against Lanturn, as Taunt prevents it from using Toxic or Heal Bell and Roost lets it regain HP while Lanturn only uses weak attacks.
* Facade may also be an option to use on the Choice Band set. This allows Tapu Koko to completely break stall Water-type teams, which generally set up Toxic Spikes, as it is then able to hit Lanturn for a large amount of damage.
* Grass Knot can be run on the special set as a way of hitting Gastrodon and Seismitoad. However, Xurkitree and Alolan Raichu are common teammates, both which already carry Grass-type moves. Running Grass Knot on Tapu Koko as well prevents it from running its more useful coverage moves.
Checks and Counters
===================
Electric
-------
**Ground-Types**: Several bulky Ground-types are able to take on most of Tapu Koko's attacks. Mega Garchomp, Gliscor, Hippowdon and Excadrill all survive most of Tapu koko's coverage attacks easily and threaten to KO in return with Earthquake. However, Gliscor has to look out for HP Ice. Gastrodon and bulky Swampert could prove to be problems as well if Tapu Koko is not running Grass Knot. Furthermore, Tapu Koko cannot pivot out with Volt Switch, forcing it to use either the rare u-turn or hard switch out, resulting in the loss of momentum.
**Bulky Grass -types**: Although Brave Bird and Hidden Power Ice can help handle Grass-type teams, certain Grass-types, namely Cradily and Ferrothorn, can switch into any of Tapu Koko's attacks without fear of taking too much damage. Mega Venusaur especially is able to wall any set that doesn't run Brave Bird. However, they have to be wary of Taunt, as it can prevent them from using status, healing or hazards moves.
**Dragon-types**: Dragon-type teams are usually kept in check with Dazzling Gleam on the Special set. However, they tend to wall Tapu Koko if it is running a Physical set. Garchomp in particular is a huge threat, as its Ground typing prevent Tapu Koko from using Volt Switch, and Rough Skin punishes it if it uses Brave Bird or U-turn.
**Alolan Marowak**: Alolan Marowak is able to wall Tapu Koko if it is running a special set. It prevents it from using Volt Switch or Wild Charge thanks to its ability Lightning Rod. It resists U-turn, Dazzling Gleam, and Hidden Power Ice and generally forces Tapu Koko to switch out. This provides it opportunities to set up entry hazards or fire off a really powerful STAB move against anything that tries to switch in.
**Lanturn**: Lanturn is able to tank any of Tapu Koko's moves with its great special bulk, including Grass Knot. Furthermore, it can regain its health with when switched into an Electric-type move from Tapu Koko with Volt Absorb. It may then support its teammates with Heal Bell or gain momentum with Volt Switch.
**Special Walls**: Several special walls such as Tyranitar, Chansey, Dragalge, and Alolan Muk do not fear special Tapu Koko's attacks, and usually force it to switch out. However, they must be wary of the Choice Band set, which is able to easily break them, as well as Taunt, as it can prevent them from regaining HP or setting up hazards.
**Weather Sweepers**: Kingdra and Excadrill are quite troublesome for Tapu Koko. Kingdra in rain and Excadrill in sand both outspeed Tapu Koko, thanks to Swift Swim and Sand Rush, and both are able to OHKO Tapu Koko with Surf and Earthquake.
**Revenge Killers**: Although Tapu Koko is pretty fast, it is outsped by a lot of prominent Choice Scarf users, such as Terrakion, Excadrill, and Mamoswine, all of which carry Earthquake. Its bulk isn't the best either, and although it resists Breloom's Mach Punch and Bisharp's Sucker Punch, it is still prone to being revenge killed by the likes of Choice Band Azumarill's Aqua Jet and Choice Band Dragonite's Extreme Speed.
**Entry Hazards**: Since Tapu Koko's main role on an Electric team is to set ElectricTerrain as often as possible, it is prone to being worn down by entry hazards, as it receives chip damage every time it switches in. Furthermore, both of Tapu Koko's sets lack Roost and suffer from recoil damage from either Life Orb or Brave Bird. This affects it longevity, reducing the number of times it is able to set Terrain for its team.
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