I thought Lorenzo Catalozzi’s team looked pretty decent and interesting (and I see that I wasn't alone :P ) so I decided to give it a try. I've been testing it out on showdown and here's what I got:
Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 140 HP / 36 Def / 28 SpA / 212 SpD / 92 Spe
Timid Nature
IVs: 3 Atk
- Thunderbolt
- Discharge
- Dazzling Gleam
- Hidden Power Ice
After using a standard Tapu Koko set for a while, I decided to take a different approach with this one. Defensively, the given EVs let Koko survive a Modest Golduck’s Hydro Vortex in the rain on the special side and a Jolly Garchomp’s Earthquake on the physical side. Offensively, he still OHKOs Golduck with Thunderbolt and 2HKOs Garchomp with HP Ice. Dazzling Gleam does more damage than I expected, actually, so I decided to keep it for non-electric STAB spread damage. Discharge is here in case I want to attack with my Marowak on the field. The speed EVs allow Koko to outspeed everything up to max speed ANT.
Here are my calcs:
252+ SpA Golduck Hydro Vortex (185 BP) vs. 140 HP / 212 SpD Assault Vest Tapu Koko in Rain: 138-163 (84.6 - 100%) -- 6.3% chance to OHKO
28 SpA Tapu Koko Thunderbolt vs. 0 HP / 4 SpD Golduck in Electric Terrain: 182-216 (117.4 - 139.3%) -- guaranteed OHKO
252 Atk Garchomp Earthquake vs. 140 HP / 36 Def Tapu Koko in Electric Terrain: 138-164 (84.6 - 100.6%) -- 6.3% chance to OHKO
28 SpA Tapu Koko Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 104-124 (56.8 - 67.7%) -- guaranteed 2HKO
Metagross @ Iron Plate
Ability: Clear Body
Level: 50
EVs: 28 HP / 252 Atk / 4 Def / 4 SpD / 220 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Protect
Previously I had been using a CB Metagross, but I found that Metagross works better for me when he can switch between his STABs, so I switched to Iron Plate to maintain damage output and potentially bluff the Choice item. Meteor Mash and Zen Headbutt are spammable STABs, and Bullet Punch is priority. Metagross is the only pokemon here that actually gets a decent priority move, so I decided to run it to test it out. It's been especially useful outside of Tailwind, and I've gotten several surprise revenge kills with it. The given EVs allow Metagross to outspeed everything up to Adamant ScarfChomp after Tailwind and hit as hard as possible. The extra bits go to bulk.
Aerodactyl @ Focus Sash
Ability: Unnerve
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Tailwind
- Taunt
- Protect
Far and away the MVP of this team. The set is pretty standard, I think. Rock Slide is chip damage and flinch hax and also 2HKOs a lot of frailer bugs and flyers like Araquanid and Ribombee. Tailwind is very important speed control and allows Metagross and Marowak to outspeed sections of the metagame that rely on outspeeding them, like the Tapus. Taunt is useful for shutting down Porygon2, Oranguru, and Celesteela. It's also stopped a couple of Z-Conversion setups, which otherwise would have been interesting to deal with.
Milotic @ Leftovers
Ability: Competitive
Level: 50
EVs: 244 HP / 204 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Substitute
- Recover
This Milotic beats common Intimidate users like Arcanine, Krookodile, and Salamence pretty handily, which allows Marowak and Silvally to have an easier time dishing out damage. I put Sub on here because I've seen people running Toxic everywhere and Milotic is major Toxic bait. Sub also stops Celesteela’s Leech Seed, which is handy if Aerodactyl isn't around with Taunt. Thanks to the EVs, Milotic easily lives Krookodile’s Earthquake, Salamence’s Draco Meteor, and anything Arcanine has. Celesteela also fails to break Milotic’s Sub in one hit with Heavy Slam, so that's nice. Leftovers lets Milotic passively recover HP after a Sub, so I chose it over Sitrus on this set.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Level: 50
EVs: 244 HP / 160 Atk / 60 SpD / 44 Spe
Adamant Nature
- Bonemerang
- Flare Blitz
- Shadow Bone
- Protect
Marowak is a pretty straightforward mon here. He deals damage, blocks Kokobolts for Milotic and Aerodactyl, and brings some good resistances to the team. The moves here are all pretty standard, too. The EVs allow Wak to outspeed 0 Spe Muk outside of Tailwind and OHKO with Bonemerang before it can Knock Off the Thick Club. The Special Defense lets him usually take a Psychic Terrain boosted Psychic from Tapu Lele.
Silvally @ Normalium-Z
Ability: RKS System
Level: 50
EVs: 20 HP / 244 Atk / 4 Def / 132 SpD / 108 Spe
Adamant Nature
- Parting Shot
- Explosion
- Snarl
- Protect
I had a hard time making Silvally useful while maintaining his niches at first, but this set does a pretty darn good job of it, I think. Parting Shot is a great move that lets me get a relatively safe switch after setting up Tailwind with Aerodactyl (I lead with the two of them pretty often). Snarl is good for boosting the special bulk of Metagross and Marowak especially, since they're weak to some common special attacking types. Normalium-Z with Explosion gives me a one-time 200 BP single target nuke (that bypasses Protect, of course) and another one-time 187 BP spread move, so it functions as two different extremely strong moves, basically. The special defense EVs allow Silvally to take every special move up to a Specs Salamence Draco Meteor, so he can survive most special attacks even if he ends up going last (i.e. on the Tailwind setup turn). The attack investment makes sure that Explosion does heavy damage, and the rest goes to speed to ensure that Silvally can move first under Tailwind.
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So, yeah, there it is. I'm relatively new to the VGC genre, so I'm not entirely certain of myself here, but I enjoyed building and playing with this team. Any feedback at all would be greatly appreciated, since I'm still kind of learning this metagame and its mechanics.
Edit: I KEEP NOTICING SPELLING ERRORS SO I KEEP EDITING ASDHBDHALDK;L
Tapu Koko @ Assault Vest
Ability: Electric Surge
Level: 50
EVs: 140 HP / 36 Def / 28 SpA / 212 SpD / 92 Spe
Timid Nature
IVs: 3 Atk
- Thunderbolt
- Discharge
- Dazzling Gleam
- Hidden Power Ice
After using a standard Tapu Koko set for a while, I decided to take a different approach with this one. Defensively, the given EVs let Koko survive a Modest Golduck’s Hydro Vortex in the rain on the special side and a Jolly Garchomp’s Earthquake on the physical side. Offensively, he still OHKOs Golduck with Thunderbolt and 2HKOs Garchomp with HP Ice. Dazzling Gleam does more damage than I expected, actually, so I decided to keep it for non-electric STAB spread damage. Discharge is here in case I want to attack with my Marowak on the field. The speed EVs allow Koko to outspeed everything up to max speed ANT.
Here are my calcs:
252+ SpA Golduck Hydro Vortex (185 BP) vs. 140 HP / 212 SpD Assault Vest Tapu Koko in Rain: 138-163 (84.6 - 100%) -- 6.3% chance to OHKO
28 SpA Tapu Koko Thunderbolt vs. 0 HP / 4 SpD Golduck in Electric Terrain: 182-216 (117.4 - 139.3%) -- guaranteed OHKO
252 Atk Garchomp Earthquake vs. 140 HP / 36 Def Tapu Koko in Electric Terrain: 138-164 (84.6 - 100.6%) -- 6.3% chance to OHKO
28 SpA Tapu Koko Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 104-124 (56.8 - 67.7%) -- guaranteed 2HKO
Metagross @ Iron Plate
Ability: Clear Body
Level: 50
EVs: 28 HP / 252 Atk / 4 Def / 4 SpD / 220 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Protect
Previously I had been using a CB Metagross, but I found that Metagross works better for me when he can switch between his STABs, so I switched to Iron Plate to maintain damage output and potentially bluff the Choice item. Meteor Mash and Zen Headbutt are spammable STABs, and Bullet Punch is priority. Metagross is the only pokemon here that actually gets a decent priority move, so I decided to run it to test it out. It's been especially useful outside of Tailwind, and I've gotten several surprise revenge kills with it. The given EVs allow Metagross to outspeed everything up to Adamant ScarfChomp after Tailwind and hit as hard as possible. The extra bits go to bulk.
Aerodactyl @ Focus Sash
Ability: Unnerve
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Tailwind
- Taunt
- Protect
Far and away the MVP of this team. The set is pretty standard, I think. Rock Slide is chip damage and flinch hax and also 2HKOs a lot of frailer bugs and flyers like Araquanid and Ribombee. Tailwind is very important speed control and allows Metagross and Marowak to outspeed sections of the metagame that rely on outspeeding them, like the Tapus. Taunt is useful for shutting down Porygon2, Oranguru, and Celesteela. It's also stopped a couple of Z-Conversion setups, which otherwise would have been interesting to deal with.
Milotic @ Leftovers
Ability: Competitive
Level: 50
EVs: 244 HP / 204 Def / 60 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Substitute
- Recover
This Milotic beats common Intimidate users like Arcanine, Krookodile, and Salamence pretty handily, which allows Marowak and Silvally to have an easier time dishing out damage. I put Sub on here because I've seen people running Toxic everywhere and Milotic is major Toxic bait. Sub also stops Celesteela’s Leech Seed, which is handy if Aerodactyl isn't around with Taunt. Thanks to the EVs, Milotic easily lives Krookodile’s Earthquake, Salamence’s Draco Meteor, and anything Arcanine has. Celesteela also fails to break Milotic’s Sub in one hit with Heavy Slam, so that's nice. Leftovers lets Milotic passively recover HP after a Sub, so I chose it over Sitrus on this set.
Marowak-Alola @ Thick Club
Ability: Lightning Rod
Level: 50
EVs: 244 HP / 160 Atk / 60 SpD / 44 Spe
Adamant Nature
- Bonemerang
- Flare Blitz
- Shadow Bone
- Protect
Marowak is a pretty straightforward mon here. He deals damage, blocks Kokobolts for Milotic and Aerodactyl, and brings some good resistances to the team. The moves here are all pretty standard, too. The EVs allow Wak to outspeed 0 Spe Muk outside of Tailwind and OHKO with Bonemerang before it can Knock Off the Thick Club. The Special Defense lets him usually take a Psychic Terrain boosted Psychic from Tapu Lele.
Silvally @ Normalium-Z
Ability: RKS System
Level: 50
EVs: 20 HP / 244 Atk / 4 Def / 132 SpD / 108 Spe
Adamant Nature
- Parting Shot
- Explosion
- Snarl
- Protect
I had a hard time making Silvally useful while maintaining his niches at first, but this set does a pretty darn good job of it, I think. Parting Shot is a great move that lets me get a relatively safe switch after setting up Tailwind with Aerodactyl (I lead with the two of them pretty often). Snarl is good for boosting the special bulk of Metagross and Marowak especially, since they're weak to some common special attacking types. Normalium-Z with Explosion gives me a one-time 200 BP single target nuke (that bypasses Protect, of course) and another one-time 187 BP spread move, so it functions as two different extremely strong moves, basically. The special defense EVs allow Silvally to take every special move up to a Specs Salamence Draco Meteor, so he can survive most special attacks even if he ends up going last (i.e. on the Tailwind setup turn). The attack investment makes sure that Explosion does heavy damage, and the rest goes to speed to ensure that Silvally can move first under Tailwind.
=====
So, yeah, there it is. I'm relatively new to the VGC genre, so I'm not entirely certain of myself here, but I enjoyed building and playing with this team. Any feedback at all would be greatly appreciated, since I'm still kind of learning this metagame and its mechanics.
Edit: I KEEP NOTICING SPELLING ERRORS SO I KEEP EDITING ASDHBDHALDK;L
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